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VFX GAME CINEMATICS & 3D GENERALIST ARCHITECTURE  

 

VFX Film Reel
as Environment Artist & 3d generalist (breakdown below)

This is a small compilation of work done for several features. I have many more shots, these are just trying to show a range of different environments.

The first reel (Public) contains shots from the following features:

"Transformers: The last knight", "The Martian", "Passengers" , "Exodus, Gods and Kings" , "Guardians of the Galaxy" , "47 Ronin" and "Jungle Book".

The second reel contains in addition shots from "Pacific Rim: Uprising". Due to DNEG showreel restrictions, it is password protected. Please get in touch if you want to review it.

Breakdown

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

Shotref 0. Upres of layout spaceship for camera POV. Texture reprojection, scatters.
Shotref 1. Full modeling and texturing of spaceship for shot area. scatters.
Shotref 2. Full design, modeling, texturing and lookdev of tunnel. Scatters.
Shotref 3. Upres of layout spaceship for camera POV. Texture reprojection, scatters.
Shotref 4. Full design, modeling, texturing and lookdev of tunnel.

Shotref 5. Upres of spaceship model for camera POV. Texturing, lookdev, scatters.
Shotref 6. Upres of spaceship model for camera POV. Texturing, lookdev, scatters.

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

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

Shotref 7. Hangar and props modeling (partial), texturing and DMP upres.
Shotref 8. Hangar and props modeling (partial), texturing and DMP upres.
Shotref 9. Debris procedural texturing, DMP.
Shotref 10. Debris procedural texturing, background DMP.
Shotref 11. Detail DMP. (Small cracks and edge breakup)
Shotref 12. DMP upres of CG. Detail addition, breakup, Road painting, destruction.
Shotref 13. DMP upres of CG. Background painting, relight. Detail addition, destruction.
Shotref 14. DMP upres of CG. Background painting. Detail addition, destruction.
Shotref 15. DMP upres of CG. Ground painting. Back cycle, Detail addition, destruction.
Shotref 16. City layout, modeling, texturing, CG destruction, DMP upres.
Shotref 17. DMP upres of CG. Detail addition, breakup, Road painting, full destruction.
Shotref 18. DMP upres of CG. Jagger damaged texture painting, full env upres, DMP destruction
Shotref 19.DMP upres of CG. Background painting. Detail addition, destruction.

Used Maya, Clarisse, Mari, Photoshop and Nuke.


The Martian. (Riddley Scott, 2015).

Shotref 20. Full environment (Dmp, projection, animation), beard.
Shotref 21. Developped procedural cloud system used for many shots in the film. DMP.
Shotref 22. Cleanup and beard.
Shotref 23. DMP, Set extension, clouds.
Shotref 24. DMP, cleanup, projection.


Used Maya, Photoshop and Nuke.

'Passengers' (Morten Tildum, 2016).

Shotref 25. Main responsable for one of the three blades in the ship. Helped in developping space setup and painting space layers.
Shotref 26. DMP breakup for spaceship texture. Interior (window boxes).
Shotref 27. Modeling, texturing, holograms, interior of shops design, modeling, texturing, lookdev and lighting.
Shotref 28. Modeling, texturing, holograms, interior of shops design, modeling, texturing, lookdev and lighting.
Shotref 29. Modeling, texturing, interior of shops design, modeling, texturing, lookdev and lighting, DMP paintover.
Shotref 30. Concept, design, modeling, texturing, lookdev, lighting.
Shotref 31. Nothing, this is just the reference plate we needed to match for all following shots.
Shotref 32-35. 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).

Shotref 36. Modeling, texturing, lookdev, lighting, clouds (full env).
Shotref 37. Set extension. (Mountain in front and behing path)
Shotref 38. Set extension. (Mountain in front and behing path)

Shotref 39. Shot sculpt, DMP upres.
Shotref 40. Rocks and ground lookdev and DMP paintover.
Shotref 41. Ground lookdev, texture and DMP.

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

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

Shotref 42. lookdev for some buildings, layout for a sector of the city. Render and precomp with deep.
Shotref 43. lookdev for some buildings, lighting, rendering, DMP, fake water simulations.
Shotref 44-47. lookdev for some buildings, lighting, rendering, DMP fixes, fake water simulations.

Shotref 48-55. Done texturing for the crashed spaceship and Debris, Lookdev, lighting and DMP paintover.

Used Maya, Zbrush, Vray, Photoshop and Nuke.

'47 Ronin' (Carl Rinsch, 2013)

Shotref 56-61. Stereo matchmove for all shots. Body tracking, layout modeling.

Used Maya and 3D Equalizer.

'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 62-65. Rocks and ground modeling and texturing. Scattering.
Shotref 66. Cliff modeling and DMP texturing.
Shotref 67-68. Cliff modeling, shot sculpting, and DMP texturing.
Shotref 69-70. Rocks and ground modeling, texturing.
Shot ref 71-76 Modeling and texturing of all rocks (except for the peace rock, the one that you see in shot 74 but gets flooded in 76). All other rock modeling, texturing and shot DMP upres. Scatters.

Used Maya, Zbrush, Mari, Photoshop and Nuke.

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.

VFX Personal Work reel

Compilation of some personal work, unreleased film shots or concept environments did between 2012 and 2013.
Some of these shots are still in concept stage and still need a lot of refining, or were simply discarded (removed from final release version).


Notes: 
The Sherlock Holmes backplate was courtesy of framestore, done while I was working there, but it is not the actual shot shown in the film. The character roto was done by the framestore roto team. The rest (model, track, lighting and compositing) was done by me. 
The timelapse shot is done over a footage filmed by Christian Clavadetscher. I did the modeling, texturing, lighting, roto, tracking and compositing.
The rest of the shots are fully done by me.