how to train your dragon
I was responsible for character grooming, hair simulation, and hair look development, working across multiple characters in collaboration with other artists.
Because the core groom designs were already established for this stage of the production, most of my work focused on shot-based simulation, daily iterations, and updating the hair to match the latest character animation, rather than redesigning the groom from scratch.
A large part of the task was making sure the existing groom remained consistent across different shots while still responding naturally to the character’s motion, environment, and shot-specific requirements.
One of the more interesting parts of the work was adding different hair conditions and states, such as making the hair appear wet, changing the hairstyle for specific shots, introducing messy or disturbed states, and then transitioning the groom back toward its original style.
I also worked on adding believable wind response, secondary motion, and shot-specific hair behavior, helping the groom feel naturally integrated with the character performance and surrounding environment.
Overall, the work was focused on production-ready CFX iteration, maintaining continuity while adapting the groom and simulation to the needs of each shot.

