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Bo Meredith

3D Character Rigging & Look Development

Demo Reel

Demo Reel
 

Modeling

Modeling

Abandoned Church

Spring 2024

Programs:

Maya, Arnold, Substance Painter 3D, Procreate

I created a concept for the church and began modeling in Maya. I edited textures for the props and created each of the stained glass designs by hand. Lastly, I lit and animated the final scene, creating a rig for each column and the book on the podium.

Lighting passes of the scene; key lights, fill lights, and volumetric lights. Included is also an ambient occlusion pass and a wireframe pass.

Victorian Bedroom

Spring 2023

Programs:

Maya, Arnold, Procreate

I referenced the concept made by Shao Yen Mac and recreated it in Maya. I modeled each prop and hand made all the textures. Finally lighting and animating elements within the scene, including cloth simulations for the curtains and a rig for the teddy bear.

Little Red Riding Hood

Fall 2024

Programs:

Maya, Arnold, Photoshop

I took about a week to fully model, texture, and light this scene. I modeled each tree by hand and used MASH to procedurally add in each leaf. I modeled and utilized a cloth simulation to create Red Riding Hood then posed a preset wolf, adding a hair sim to the model. I finally finished it off with lighting and rendering.

Old Runner

Fall 2024

Programs:

Maya, ZBrush

Using a character concept by Isaac Jadraque, I first blocked in the silhouette in ZBrush. Then I refined the details of the character's body, adding clothes after. Finally, I imported it into maya and retopologized the mesh to create clean and seamless edge flow.

Snake Tamer

Fall 2024

Programs:

Maya, Arnold

Created a character model in Maya using the box modeling technique based on the reference by Sandro Cleuzo. I then rendered it through the Arnold renderer in Maya.

Look Development

Look Development

Overgrown Attic

Winter 2025

Programs:

Maya, Arnold

Responsible for the lighting and layout of the scene using preexisting assets based on the gathered reference material. Both scenes were created in Maya and rendered in Arnold.

Bo_Meredith_InteriorSceneLighting_night_ref.jpg
Bo_Meredith_InteriorSceneLighting_day_ref.jpg

Fine Dining

Spring 2024

Programs:

Maya, Substance Painter 3D, Houdini, Redshift

I created the environment for this scene by modeling, lighting, and texturing it using Maya, Houdini, and Substance Painter. I incorporated my previous Houdini projects into the scene to showcase my work.

Glass Frog

Spring 2024

Programs:

Maya, Substance Painter 3D, Houdini, Redshift

I designed the organs and textured the model using both procedural methods in Houdini and texture maps in Substance Painter. The appearance of this bug is inspired by references of glass frogs.

About Me

About Me

Headshot.jpeg

Hello, my name is Bo Meredith; I am a 3D rigging and tech artist from Austin, Texas, and a current student at Savannah College of Art and Design.

I knew growing up what I wanted to do, and I worked every day to get to where I am now. I have a deep appreciation for art, both computer-generated and traditional, and I personally regard the more technical aspects of creation as its own form of art.

Along with character rigging, I also have a strong understanding of hard/organic surface modeling, look development, and lighting. 

Skills

Maya, Houdini, ZBrush, Redshift, 3D Substance Painter, Adobe Creative Suite, Arnold Renderer, Python, Nuke

Phone

512-815-5232

© 2025 Bo Meredith

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