About

Fun Projects

computer vision

SAM3 3D Blender+Comfy

I used Claude Opus to write this Blender addon that calls ComfyUI (with a SAM3 workflow to segment images with text prompts) to do the inference to find features defined a list like eyes, wings, head, clothing, feet, legs, hips, hair, etc. and finds the polygons that match, and makes a 3d bounding box and center locator for the purplose of auto-rigging unstructed character meshes. github.com/chrisrogers3d/sam3_3d_blender

tech art

Simmed Garments exported to GLB for RSTLSS (Garment by Catherine)

Simulated garment as animated GLB. This is part of an NFT project at RSTLSS where I used a garment made in Marvelous Designer to make the animated GLB.
  • I simmed the cloth in Marvelous
  • Then cleaned up, made it lopp and added the other buckles and straps in Houdini using Vellum.
  • Made blendshapes from the simmed Alembic file in Maya
  • Made materials and textures with Substance Painter, Photoshop, Blender
  • The animated toads on the glowlines were made procedurally in Maya and mapped from UV space to 3D space in Houdini.
  • Thousands of variations were generated using Python
2022

pipeline / tech art

Garment Customization Pipeline for RSTLSS

I architected and implemented a pipeline to allow us to create garments using Marvelous Designer, Houdini, Maya and Blender, then to let end users on the web to customize their garments and then mint them as NFTs.
This video shows the dev version of the garment editor written in ThreeJs, making a random garment, then getting the 2 other GLBs (NFT version and avatar/rigged version) delivered to this threejs scene, you can see all the headless Blender output info for debugging.

tech art

RSTLSS Marebear Gaussian Splat


RSTLSS Marebears were an NFT project created by Johannes Matsson using Cinema4D and Octane. I created the tools and pipeline and rendered 6,400 variations. This is a gaussian splat of one of the characters I rendered with Octane. I think it was made in Postshot with about 120 4k images. 2024
See this splat at Superspl.at* Watch the video instead
(not mobile friendly)
RSTLSS MareBears on Opensea.io

mixed reality / prototyping

Fire Hands

Hands on fire mixed reality demo on Quest3 with Unity. Ive explored making it look a lot better trying to use threejs and webxr, will update this. firehands for Meta Quest 3 APK

tech art / prototyping

3 3D Time of flight cameras at once

Multi 3D camera fusion in Unity. When experimenting with a volumetric video solution, I set up 3 Kinects and rendered them using Unity's VFX graph. Circa 2020.

tech art / prototyping

Selection Shader with no alpha blending

This experiment in Unity was to explore highlighting/selecting an object without using any alpha blending on Meta Quest for Horizon circa 2020. I create 100 quads and use a vertex shader to shape, color and animate them.

prototyping

MIDI Instrument and Quest Hand Tracking

This experiment used Quest's handtracking to interface with a physical MIDI instrument.
When the user presses buttons on the device, it is localized in the VR world. Triggering a control displays the value of the control in VR. The scene is a robot jazz club. Made in Unity 2020.


tech art / tools

Mojo Character

Made with Unity in 2022, this created 10,000 unique Mojos by assembling parts and applying materials and textures, then rendering them with Unitys HDRP for an NFT project. I made the shaders with shadergraph and did all of the tools and rendering working with the lead artist.
tech art / tools

VR Environment for TV show

Made with Unity in 2022, This environment was modeled after a TV show for an immersive experience on Quest2. I worked with an artist that did the props, I did the layout, lighting, materials, enviromment textures, procedural modeling of some architecture in Houdini, shaders, and optimized and debugged the final executable.
prototyping / tech art

AR Floor is Made of Lava

AR experiment on Android. Made with Unity in 2017, this used Googles AR Core on Android to make a floor is made of lava demo.
The lava and floor destruction VFX were made with Houdini.


prototyping

Draw with Anki's Vector

This hackathon project used the Vector Python SDK to have it see my first line and based on a subject finish the drawing based on with Sketch-RNN. In the video I am using Vectors Python SDK to drive. It recognizes the markers on the paper through its camera, and that gets visualized in Maya in 3D. Also on screen are Vectors camera feed that is projected into Maya, and Vectors map of the world with the found markers in it. 2018

prototyping

Dance with Anki's Vector

Experiment for Vector to follow my lead in waving your hands in the air. This hackathon project used PoseNet and the Vector Python SDK to have Vector dance with me and sing Outkast Lyrics 2018


tech art / rigging

Rigging Shaders and Materials

I rigged characters, wrote pipeline and VFX tools, wrote shaders and did most of the character setup and animation processing while supporting several external artists, animators and designers. 2017


prototyping / tech art

Physics Sims

Procedural Physics in Maya. PyMEL script creates tracked vehicles using Bullet physics in Maya. 2014.


prototyping

OpenCV Marker Tracking

ARUCO Markers as an input device. This was made with Unity and OpenCV. An ARUCO marker is attached to the physical figure and the digital figure responds. 2017.


prototyping

Vuforia Marker Tracking

Using the phone as an input device before I had a Vive, 2016. There is a marker on the table and the phone is moved which sends that info back to the PC and its location is visualized.


Selected Experience

Meta Spatial AI - Technical Artist / Developer

Dec 2025 to Feb 2026

Worked on generative characters doing data processing and porting tools from Maya to Blender using MCPs and Claude.

Worked on tools to analyze and create non-human characters on the render cluster.

This was largely agentic as I was requested to do. Learned a lot about efficient token use and skills and rules for agents.

RSTLSS.xyz - Technical Artist / Developer

Sep 2022 to Feb 2025

As the only artist in the beginning, I created garments, clothing simulations, metaverse avatars and UGC content using Marvelous, Houdini, Maya, Blender, Substance, Cinema4d, and Octane. Many of these had procedural elements to make thousands of variations.

Created User Generated Content pipeline using ThreeJS for the frontend and Blender for the backend.

Facebook Reality Labs - Technical Artist / Developer

May 2019 to May 2021

Focused on performance measurement and asset optimization through automated testing tools for Horizon Worlds on the Quest. I wrote a script based framework that allowed artists to measure the performance of their assets, level, VFX and report it in HTML.

Anki, Inc - Software Engineer

August 2018 to March 2019

Joined Anki on the animation support team and wrote Python code for Maya and tools for Vector the robot. Also did some fun hackathon projects and some Webots simulations.

Lucas Arts - Sr Pipeline Technical Director

Aug 2012 to May 2013

Pipeline Technical Director on Star Wars 1313. I wrote a content pipeline for an Unreal based game that used Perforce, Shotgun, PyQT, Maya Backburner.

Sony Playstation - Sr Technical Artist

August 2005 to March 2010

Tech artist on MLB:The Show, I created the PS3 pipeline for characters and stadiums featuring a web based distrubuted job system for Maya, Photoshop, export and rendering jobs

Programming

  • Python
  • Javascript
  • Shaders
  • C#, C, C++
  • Web and databases

Apps

  • Maya
  • Blender
  • Houdini
  • Substance
  • ZBrush
  • Cinema4D
  • Marvelous Designer
  • Modo
  • Unreal
  • Unity
Ive programmed for almost all of these.

Interests

  • Computer Vision / SLAM
  • Machine Learning
  • Robotics
  • VFX/Physics Sims
  • SimToReal
  • Rendering
  • Animation
  • Procedural Modeling

Contact

Old version of website with more stuff: https://chrisrogers3d.graphics/old_index.html

Weird Unreal + realtime Stable Diffussion + Gsplats to simulate a show at the Sphere: https://chrisrogers3d.graphics/unreal2025.html

last update 02/20/2026