During the production of "The Bourne Conspiracy I was responsible for assisting the Cinematics Department in a variety of tasks. In this case, I was asked to model, texture, and create a full parachute model for use at the end of "Eliminate Divandelen." Utilizing the Bourne character model, I created a full harness and pack that I then skinned to the Bourne character skeleton, with all unnecessary joints removed. This way the animators could simply duplicate the animation for Bourne to the harness skeleton.
 
 

 

The second part of the parachute model was the canopy and control lines. I experimented with the Transmission channels in the Unreal Material, creating the illusion of light passing through the semi-transparent material of the parachute.