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VFX Film & TV Reel

 

This is a selection of shots I have done over the last years. 10 years of work in 3 minutes is always a challenge, some shows are no longer shown in the reel.
For some (unknown to me) reason, DNEG requests the reels to be private. Please send me a message (mail@nachothomas.com) and I'll send you the password.


 

Breakdown

Mandalorian S3. (Jon Favreau, 2022).

Shotref 1. All except for tie fighter and fx.
Shotref 2-5. All except for tie fighter, animation and fx.

Used 3ds max, vray, substance, Photoshop and Nuke.

Transformers: The last Knight. (Michael Bay, 2017).

Worked as Environment TD/DMP for the underwater sequence and a few other shots across the film. Shots shown are a small selection.
Used Maya, Katana, Mari, Renderman, Zbrush, Photoshop and Nuke.

Shotref 6-12. Upres of spaceship model for camera POV. Texturing, lookdev, scatters, Paintover

Used Maya, Mari, Katana, Renderman, Photoshop and Nuke.

Pacific Rim: Uprising. (Steven S. Deknight, 2017).

Worked as DMP supervisor for Megatokyo sequence (200 shots). The shots shown are some of the ones I did.

Shotref 13. Debris modeling, Debris procedural texturing, DMP.
Shotref 14. DMP upres of CG. Background painting. Detail addition, destruction.
Shotref 15. Shot layout, modeling, texturing, CG destruction, DMP upres.
Shotref 16. DMP upres of CG. Detail addition, relight, destruction.
Shotref 17. DMP upres of CG. Detail addition, relight, road destruction.
Shotref 18. DMP upres of CG. Detail addition (CG and paintover).
Shotref 19. City layout, modeling, texturing, CG destruction, DMP upres.

Used Maya, Clarisse, Mari, Photoshop and Nuke.

Fantastic Beasts: The crimes of Grindelwald. (David Yates, 2018).

Worked as show environment supervisor for all DNEG shots. I personally just worked with proceduralism and DMP for several shots.


Shotref 20. DMP upres of CG. Smart texture procedural system.
Shotref 21. DMP upres of CG. Smart texture procedural system.

Shotref 22. City model & layout, DMP.
Shotref 23. Full environment except for Howards Castle. Trailer shot.
Shotref 24. Full environment except for Howards Castle. Trailer shot.

Used Maya, Clarisse, Speedtree, Mari, Photoshop and Nuke.


The Martian. (Riddley Scott, 2015).

Worked doing a procedural cloud system and general DMP tasks.

Shotref 25. DMP, Set extension, clouds.
Shotref 26. DMP, beard.


Used Maya, Photoshop and Nuke.

'Passengers' (Morten Tildum, 2016).

Worked as main responsable for the commercial blade environment of the ship. Long project with many shots, doing both environment and dmp work.

Shotref 27. Space setup and painting space layers.
Shotref 28. DMP breakup for spaceship texture. Interior (window boxes).
Shotref 29-30. Modeling, texturing, holograms, interior of shops design, modeling, texturing, lookdev and lighting.
Shotref 31. Concept, design, modeling, texturing, lookdev, lighting.
Shotref 32. Nothing, this is just the reference plate we needed to match for all following shots.
Shotref 33-34. Modeling, texturing, lookdev of all environment (except posterior changes in roof) to match the plate in shotref 31.

Used Maya, Mari, Katana, Renderman, Vray, Photoshop and Nuke.

Exodus, Gods and Kings. (Riddley Scott, 2014).

Worked as environment TD/DMP artist.

Shotref 35. Modeling, texturing, lookdev, lighting, clouds (full env).

Used Maya, Mari, Zbrush, Vray, Photoshop and Nuke.

Mandalorian S3. (Jon Favreau, 2022).

Worked as generalist.

Shotref 36. Layout, modeling (props), lighting, paintover.

'The Jungle Book' (John Favreau, 2016)

For the whole duration of the film (18 months), worked on several disciplines:
- modeling. Rocks, many rocks. Small rocks, large rocks. Pointy rocks, round rocks, any shape imaginable. Mainly Zbrush and maya.
- texuring. Rocks, grounds and any unorganic thing I could find. Doing hundreds of variations with different speculars for dry and wet
conditions.
- layout and scattering. Placing rocks and scattering stones, leaves and plants around.
- scripting. Building a few tools to help the texturing with nuke and python.

Shotref 37-40. Rocks and ground modeling and texturing. Scattering.
Shotref 41. Cliff modeling and DMP texturing.
Shotref 42. Cliff modeling, shot sculpting, and DMP texturing.
Shotref 43-44. Rocks and ground modeling, texturing, scatterings.
Shot ref 45-50 Modeling and texturing of all rocks (except for the peace rock, the one that you see in shot 50 but gets flooded in 53). All other rock modeling, texturing and shot DMP upres. Scatters.

Used Maya, Zbrush, Mari, Photoshop and Nuke.

'Guardians of the Galaxy' (James Gunn, 2015)

I joined the team to help with the render setups in vray. due to the memory issues they were having. I also worked on two sequences (Xandar, Crash Site) doing a wide range of tasks.

Shotref 51-54. Done texturing for the crashed spaceship and Debris, Lookdev, lighting and DMP paintover.
Shotref 55. lookdev for some buildings, lighting, rendering, DMP, fake water simulations.
Shotref 56. lookdev for some buildings, lighting.

Used Maya, Zbrush, Vray, Photoshop and Nuke.

'Fast & Furious: Hobbs & Shaw' (David Leicht, 2020)

Supervised the London sequence environments. As artist, I did mostly 3d tasks (modeling, texturing, ldev) and a few DMP touchups. Also worked on scattered shots for trailer.

Shotref 57-58. All environment except for hero building. Model, texture, ldev.
f 56-61. Stereo matchmove for all shots. Body tracking, layout modeling.

Used Maya, Clarisse, Speedtree, Mari, Photoshop and Nuke.

'Devs' (Alex Garland, 2020)

Supervised DNEG environments for all episodes. I personally worked on a few sequences doing all environment tasks.

Shotref 59-62. Full environment. (Only FG road and FG cars are plate).

Used Maya, Clarisse, Mari, Photoshop and Nuke.

 

'Letter for the king' (William Davies, 2020)

Supervised DNEG environments for all episodes. I personally worked on a few sequences doing all environment tasks.

Shotref 63. Full environment. (Model, texture, ldev, lighting, scatters).
Shotref 64. Full 3d environment. (Concept, model, texture, ldev, lighting).

Used Maya, Clarisse, Mari, Photoshop and Nuke.

 

'Dark Crystal: Age of Resistance' (Jeffrey Addiss, 2019)

Shotref 65. Layout modeling, procedural growth, procedural textures.

Used , Houdini, Clarisse.

 

Note:
Any inquiry or question not covered in the breakdown, please send me an email and I can extend the description for any particular sequence, project or even shot.