Hello! I'm Trevor Farriss, a member of Cohort 23 at the Florida Interactive Entertainment Academy. I am an aspiring technical artist, which is a recent development. I spent my entire undergrad (and beyond) trying to be a character artist. Somewhere along the line, I fell in love with shader authoring, which lead to rigging and tools development, and now I'm here. Below is a collection of work that got me into the program. Each has their own post if you'd like to take a deeper look. I'm hoping to use this blog as a journal to catalog all the techniques I pick up in the coming year.
Wednesday, August 26, 2026
My FIEA Entrance Portfolio
Hello! I'm Trevor Farriss, a member of Cohort 23 at the Florida Interactive Entertainment Academy. I am an aspiring technical artist, which is a recent development. I spent my entire undergrad (and beyond) trying to be a character artist. Somewhere along the line, I fell in love with shader authoring, which lead to rigging and tools development, and now I'm here. Below is a collection of work that got me into the program. Each has their own post if you'd like to take a deeper look. I'm hoping to use this blog as a journal to catalog all the techniques I pick up in the coming year.
My entrance piece for FIEA. This project was an attempt to make a comprehensive real time rig, as well as learn how to integrate python into my workflow in Maya. Rendered in Unreal Engine 5. Everything was made by me.
Punch Primate has a full face rig, IK and FK switches for his arms and legs, face topology that reacts to where he's looking, and support for the areas of fat on his body.
Throughout this project, I started building out my own set of tools that would speed up my workflow. My methodology was whenever I ran into a thing that I didn't want to do, I'd try and make a script for it. This ended up ballooning my time spent on the project by a LOT. Thankfully I had plenty of spare time. This project was made during my final semesters working at IRSC.
Hi res images and more breakdowns are on my ArtStation.
Yi - Unreal Engine NPR Rendering
Without a doubt this is the most satisfied I've been with a piece. This was fan art I did after finishing Nine Sols (which blows Silksong out of the water). My goal was to create a completely unlit render that sold light and shadow, as well as acquaint myself with the post process workflow in unreal engine.
Main shader demo. A vector is received from the main light in the scene, then using dot product and some smooth step nodes and addition, I created fake light and shadow, as well as a transition color. Main color is texture driven, shadow and transition colors are calculated at runtime.
Vine Great Sword - CGMA Mentorship
This is the result of a 10 week mentorship provided by Weston Reid through CGMA. This character art course kicked my ass. This was shortly after I graduated from my bachelor's program. I, having just graduated, thought I was ready to start and industry job. I was not. The sheer amount of technical issues that my first shipped model had were staggeringly bad. However, mamma didn't raise a quitter, so I took it on the chin and really pushed to get my topology in order. I learned a lot about edge flow and retopology during this course.
Hi Res on ArtStation.
This was a translation of some concept art by Yuka Soemy. This was around the time I was getting really into shader development in Unreal Engine post mentorship.

1950's Kitchen
All the models are the raw high poly assets. Nanite and path tracing really do make an environment that lets you slap whatever you want into the engine. I think the average polycount of the scene is around over a million but I can't be sure. Polycount wasn't really a concern considering I was targeting a still image.
Quicksculpts




























