Permeable Mesh Water Filter
For this project, the concept was to build on a technical solution to any kind of current climate or weather issue. I ended up choosing to focus on water pollution and creating a new type of permeable mesh water filter that could filter and strain out micro-plastics in industrial and home settings. The project also required a built prototype which was created in 3D space and skills such as animation, motion design, lighting, texturing, shading, rendering, and post production work.
Pre-visualization
To start the project, I created a mind map of various climate-related issues I could tackle and decided on water pollution as my main focus. I utilized Canva to create this simple mind map.
Mind map
Next, I began crafting mood boards to get a feel for the visual art style I wanted to build on as well as some scientific research to explain how modern filters work so i could create an accurate project.
Moodboard 1
Moodboard 2
Mood boards
After getting some inspiration for the art style, look, scientific method, and visual identity, I began drafting storyboards to demonstrate how this permeable mesh filter will work. I also drafted concepts for how the overall story would progress including graphic assets, camera angles, and how the animation will follow. I did also re-edit this project to upgrade the storyboard, graphics and other materials for a more polished appearance.
Story board 1 non edit
Story board 1
Story board 2 re-edit
Story boards
After drafting the concept, I began creating the graphic assets in illustrator, making a lake, beach, shopping center, and factory scene with all parts animatable (later brought into After Effects).
Production
Beach scene
Factory scene
Lakeside scene
Shopping scene
Original assets
Earth
Factory Scene
Handshake
Shopping scene
Lakeside scene
Beach scene
Re-edited assets
The next portion was creating the permeable mesh filter in my chosen 3D software, Maya and Arnold, as my main software. I started off with modeling the filter and applying a texture to create a realistic looking filter and did a simple spin animation. I did go back and re-edit this model to include better lighting, camera angles, and better rendering resolution.
Filter close up
filter original shot
3D Filter
After the filter, I moved onto creating the full demonstration- the filter would go into the capsule, then the capsule would attach to an osmosis powered system connected to a water tank. I modeled everything first, then added texturing and lighting, and then rendered the animation.
Original demo
I then want back into the program to update textures, put in an HDRI lighting, take out the hard plain, and create a finished product. I also created new scenes featuring an x ray shader to display the water effects inside the filter as if it were working.
Filter and capsule
Osmosis system
Full working system
X-ray camera
Cloudy water demo
Working filter demo
Newly edited demo
Final Product
After re-editing all the cameras with the new appropriate lighting, textures, shaders, and graphics, I then drafted a new script for the explainer portion of the video, along with sound design such as water drop sound effects and my own self-created music score. Then it was time for the final render.
"Permeable Mesh Filter Explainer" After Effects 2025, 1920 x 1080
Basement Billiards
I was assigned to create a 3D model and subsequent animation featuring a hand-modeled billiards table or snooker table in Maya. This project also required 3D animation principles, texturing, shading, lighting, camera animation, as well as post production work In After Effects. I also was able to create and employ sound effects and background music using Band lab and Audition.
Billiards Basement Full video After Effects 2024, 1920 x 1080
Early 3D Modeling
At this point, I began modeling the billiards table based off of a snooker map and image. I then began asset building by modeling various items to fill the room such as the cue, balls, sticks, case, lights, carpet, chairs, and more!
Play Blast Camera 1 JPG
This is the very first still image I took when I first began this fun project using the play blast feature in Maya. I was mostly focused here on modeling accuracy using curves, cubes, and spheres as the base line shapes. The beginning scene was extremely flat with just lambert surfaces.
Play Blast Camera 2 JPG
I started to add in customized skins and began playing with the attributes of each texture to start building a more realistic feel as the scene felt very flat. I also began creating cameras and animating them with the aim feature to follow the cue ball better.
First Full Render Test
Render Test Camera 1
After applying the textures, I wanted to do a test render to see how they looked running through a high powered Camera AOV and to test the overall look of the animated objects. I still decided to continue updating the textures as the scene still felt very plain and some items were reflecting too much light.
Render Reel 1
Even with this test run, the animations came out decent but the textures were quickly becoming an issue. I went back in to UV mode to cut and trim the skins of the existing textures (such as billiard balls) while organizing them. I also turned down the intensity of the lighting.
Full Basement Billiards Render
Render Test 2 JPG
This is a test image recreating the camera position from the first play blast I took to see how the new textures looked while also comparing the overall structure and placement of the new and improved items.
Render Test 3 JPG
Here is another still showing the new floor, carpet, billiards table, and pool stick rack that I re-visited after not liking the shape I had created previously. I was super happy with how the table texture came out and the more depth it added to the whole scene.
Final Render
"Billiards" After Effects 2023, 780 x 420
I was a lot more content with the video after this most recent render take- the textures are looking a lot better and more realistic. I would like to continue improving the project's animation specifically the initial "break" movement of the cue hitting the others.