Hopefully these notes will give you some insight into my work process. Project dates run from 2011-2013 with the exception of two unreleased projects.
"Non-Stop" Airport Environment
A 100% CG environment comprised of multiple camera projections. DMP elements brought into the scene were then layered, patched and blended in comp. Vehicles and lighting effects on the ground were procedural and animated in Nuke. Multi-layered renders and effects for the Boeing and the Typhoons.
"Battle Los Angeles" Rooftop Destruction
A matte extraction and colour correction was performed on the actors and the rooftop to incorporate a 14k matte painting that was assembled and projected onto multiple 3d cards for a full panorama. Practically shot elements of smoke, fire, and white phosphorous were integrated on additional cards along with cg ships and f18 fighters. Finally practical dust elements were also layered into the shot.
"Man of Steel" Van Toss
The choppers, van and soldier were all multi-layered CG elements I had to balance with all the smoke, tracer, dust, and particle effects I built up. As an added touch I used a combo of 2d and 3d texture tools in nuke to pepper the van with bullet hits and holes.
"Man of Steel" Chopper spin and gunner bail.
The (third) CU of the Little Bird spinning out was a very motion blur heavy key. I was tasked with creating tinted/polarized windows throughout the frame as well as building a proper sky/sun source and flares. In addition a CG rotor element was also integrated. Similarly the falling gunner was dealt with in the same way with the addition of some Deep render passes being used for the chopper and smoke.
"Twilight Breaking Dawn Part 2" Valley Environments
After the keys I manipulated a multi-card 360 environment setup as well as a 3d snow particle system to achieve the look required for these shots.
"Non-Stop" Door Rip
A projected sky environment including 2d and 3d volumetric clouds built within Nuke. Layered effects and CG.
"Battle Los Angeles" Dying Alien
This practical dummy was dragged through the hall and required "life" before it could die... Various warp tools were tracked onto the alien and used to create twitching and convulsions. Cg wiring was integrated into the head. A cg exhaust fan and fluid was integrated into the lower body. I lastly integrated the smoke coming out of the head of the creature.
"The Frozen Ground" Snow at nightfall.
I tweaked various forces and properties in a 3d particle system to sell the snow for these shots. A little haze and bloom with some extra 2d/3d depth of field effects where needed.
"Piranha 3D" Ripping Girl
The actress being torn apart in this shot was wearing green tights in the hopes it would facilitate a removal, which it did to a degree but still required water patches from various spots in the shot as well as a full 2d replacement for her right arm and warping her torso to sag after release. Additionally, the sheriff carrying her also lost most of his right leg as well as part of his stomach and chest. I tracked, animated and warped a leg and stomach to replace this.
"Man of Steel" Invincible Faeora
I added all environment destruction including CG building destruction and various 2d dust,smoke and fire elements. Faeora's breathing gear and armor were multi pass CG renders. Various procedural noise textures were animated in conjunction with 2d and 3d mattes to create the look of energy currents running through her headgear. In addition bullet hits and interactive lighting were layered in to complete the action.
"In Time" Bio Clocks
Multiple 2d and 3d skin passes were used to bury this organic clock under the skin. It was important for the numbers to be legible while retaining the feel of sub-dermal activity.
"Non-Stop" Cabin Destruction
One of the creative challenges of this sequence was finding an artistic balance of interior/exterior exposure so the director could have the action he wanted but still make the photography believable.
"Piranha 3D" Inner Tube Victim
In this shot the party girl is being attacked through the bottom of the tube by piranhas. I integrated cg water and blood elements splattering up and out of the tube as well as colour corrected water in the plate for extra blood.
"Man of Steel" Faeora Malfunctions
Many procedural animated textures were used with 2d and 3d mapping techniques to achieve the affect of the energy mask eating away at itself. It was important that I had the control to time the texture's behavior to coincide with her actions. Additional headgear integration and procedural flares to finish.
"Piranha 3d" Dead Piranhas
Multiple passes were used for the hero fish, blood, and background schools. Challenges in this shot included creating new 2d tracks to pin the blood to the shot as the original 3d animations had movement errors. Volume light was also added to the surface sunburst.
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