I became interested in computer graphics at a very early age. In my childhood I used to draw on paper all the time. Later, in front of a monitor i had a lot of fun with PC-Paint, Deluxe Paint and bunch of other small apps.
A turning point was the day when my cousin shown me Autodesk Animator R1 and 3D Studio R2 running in DOS. Until then everything was about this unclear feeling of joy when visualized my ideas, but after I saw him pulling a quick animation out of the aa.exe thing I literaly got a call from "above".

In the next couple of years I spent enormous amount of time learning how to do 3D. I did it all by myself. Did it that way not because I like doing things the hard way, but because I had no other option - no quality literature at the time and very slow internet access in my region. The situation taught me how to solve problems on my own without relying on help from outside. This led to some highly positive side effects later on.
Time passed, at some point I got into the University, wasted 3 years there, but then something happened - the cuttest girl in the grade turned eye on me ... she got me. :)
We married 2 years later and got our first child. Then I realized that things won't work the way they did in the past - my small family needed better financial support. We were at the last stage of finishing University and the time was right to move forward and find a job.
I spent 1-2 years coding web data bases and designing web sites, but that was not very reliable source of income. The next step was to get a job in the CG industry. That was what I really wanted to do. Shortly after I got the first offer from a film studio. This was the beginning of my real career. In the next few years I switched several studios, software platforms, moved to the States and got our second child.

I know that for many people CG is job like any other, but for me it is a true passion. Even now, after all these years I am still very interested in all things CG and find the time to explore everything related to it as much as possible.
Sharing knowledge and ideas with people around me is another thing I really like and appreciate when others are doing it too.

You can always write me at pshipkov@yahoo.com if you want to talk about something, or just to say "hi".


SOuP - the procedural toolset for Maya
SOuP is a set of plug-ins that extend the procedural (and other) capabilities of Maya.

Muscles 4.1
Tools for muscles creation. Muscles can be used as smooth skin influences, sculpt and wrap deformers, collision objects for dynamic skin, etc.

OverBurn 1.6 including VoxelEditor

OverBurn uses combination of fluids and particles to create effects similar to SitniSati's AfterBurn plug-in for 3DS MAX and LightWave's HyperVoxels.
VoxelEditor gives ability to select and edit voxels directly in the viewport.

StretchMap 1.0
Houdini VEX SOP node that generates point attributes based on geometry deformations. The produced data can be passed to shaders for local control over texture maps (like displacement, bump, specular, etc.), or can be used for further manipulations of the geometry.

SmartCalc 1.2
Calculator with many cool functions - numeric systems ( HEX / DEC / OCT / BIN ), 3 memory banks, metric systmes, equations, extended aritmetic functions and many others.

SolarSystem 1.0
Approximated simulation of the Solar System. All major objects are present here except comets, meteorites and recently discovered satellites. Included is UI for easy control over many aspects of the "simulation". Open the scene and run "solarSystem" in the script editor to access the UI.

RubicCube 1.0
This is a game (inside Maya scene) with full interactive control over the cube.


[ forceFields, particles, fluids ]

[ motionBlurred SW particles ]

[ oceanSurface ]

[ blendShape tricks ]