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 graphics programs.
A turning point was the day when my cousin shown me Autodesk Animator and 3D Studio for DOS. Until then everything was about this unclear feeling of joy when visualizing my ideas, but after i saw him pulling a quick animation out of the 3ds.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 computer graphics. 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 - there was 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. I went to university. At the beginning of my third year there i met Her.
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 find a job.
Spent 1-2 years coding web data bases and designing web sites, but that was not a reliable source of income. The next step was to get a job in the CG industry. Sent applications to couple of local VFX studios and got invitation for interview from one of them. This was the beginning of my real career. Thank you Ivo and Vladi for considering me ! :)
After that i switched several studios, software platforms, moved to the States (thank you Mike for inviting me) and got our second child.
Any so on ...

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


SOuP - proceduralizm 101
A large toolset that extends 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 ]