00:01-00:04 – [American Express, a52 Elastic]
Tokyo Alley – Textures, Look Development
Substance Painter, Maya, VRay
00:04-00:08 – [Hennessy, The Mill]
Gondola, Balloon – Textures, Look Development
Mari, Maya, Arnold
00:09-00:13 – [Universal Studios, The Mill]
All – Layout, Lighting, Precomp
Slide, Trees – Modeling, Texturing, Look Development
Mari, Maya, Arnold, Nuke
Our team created a full-CG version of Universal Studio’s Volcano Bay waterpark in a “hyper real” style. I was responsible for all aspect from layout to precomp, as well as filling in for the CG lead while he was in FL and London for shoots.
00:14-00:17 – [Pepsi, EightVFX]
Stadium Upper Level, Ad/Score Banners, Box Suites, Crowd Clothing – Modeling, Texturing, Look Development, Lighting, PreComp
Mari, Maya, VRay, Nuke
I was CG Lead on a team of 6 artists. We faced the challenge of using plates shot at a stadium with an oval shape, the Rosebowl Stadium, and digitally transforming the stadium into a rectangular shaped stadium, Panther Stadium. We added a second tier of seating in a rectangular shape atop the lower tier’s oval shape as in the plates. We then created crowds to fill in the empty seats, built in advertising banners, scoreboard, as well as on-field crowds, referees, field goals, and field line markers. The turnaround was tight but we pulled it off!
00:18-00:21 – [BYD, Framestore]
Futuristic Buildings – Textures, Shaders
Opera House – Model, Textures, Shaders
Mari, Maya, Arnold
00:22-00:23 – [Disney, The Mill]
Mermaid Tails – Model, Texture,
ZBrush, Mari, Maya, Arnold
The Mermaids were a coast-to-coast effort where I worked as the model/texture artist in NY together with the CG lead/look dev artist out of LA. I used photo reference provided by the client to develop the design of the Mermaid’s shape and look. I started with a base mesh in Maya and took it to ZBrush to sculpt scales and details on the fin. I created the textures in Mari, with a base shader in Arnold complete with turntable for handoff to the Look Dev artist to take the rest of the way.
00:24-00:26 – [Kim Crawford Wines, The Mill]
Chandelier, Wine Rack, Glasses, Tables, Wine Bottles, Stools, Handrail, Pendant Lamps – Model
Maya
00:27-00:28 – [Bayer, The Mill]
Weeds – Animation
Maya
00:28-00:29 – [ESPN, The Mill]
Bear Traps – Texture, Shader, Lighting, Rendering, Precomp
Maya, Mari, Arnold, Nuke
00:29-00:31 – [Lockheed Martin, The Mill]
F-35 Fighter Helmet – Model
Maya
00:31-00:32 – [Montefiore, The Mill]
Architectural Models – Textures, Shaders, Light, Render, Precomp
Maya, Mari, Arnold, Nuke
00:32-00:37 – [Toyota, EightVFX]
Road – Layout, Model, Texture, Shaders, Lighting, Rendering, Precomp
Car – Layout, Lighting,
Maya, Mari, Arnold, Nuke
To improve visual clarity of the spot’s white vehicle, I created a wet tar road to replace the snowy white roads that were shot in the plates. This included textures made in Mari, layout of road geo in each shot, reflections of trees in lighting, and hand-painted mattes provided to comp to blend the CG road into the plate with snow along surrounding edges.
00:38-00:40 – [Trex Decking, Framestore]
Deck, Handrails– Modeling
Maya
While modeling the deck, I kept curves live to accommodate design changes as well as quick and easy previs animation while the spot was in development. Using photogrammetry, LIDAR scans, and topographical measurements of the terrain in the backyard, I created a set for previs and design of deck shapes that would be accurate to the real world for use later on in lighting.
00:40-00:41 – [Nike, The Mill]
Jersey & Shorts name & number – Blendshapes, Animation, Camera Track
Maya
00:41-00:42 – [Crown Royal]
Antique Billboard – Model
Maya
00:42-00:43 – [The Orville, CoSA VFX]
Spaceship – Lighting
Maya, VRay, Nuke
00:44-00:46 – [American Express, a52 Elastic]
Airplane Wing – Textures, Shading, LookDev, Lighting, Rendering, Precomp
Clouds – Lighting, Rendering, Precomp
Mari, Maya, VRay, Nuke
00:46-00:47 – [Energizer, The Mill]
Bunny, Drum – Lighting, Rendering, Precomp
Maya, Arnold, Nuke
00:48-00:53 – [Swamp Thing Season 1, CoSA VFX]
Vines, Glass Window, Hallway/Room/Water Interaction – Layout, Lighting, Rendering, Precomp
Maya, VRay, Nuke
00:53-00:56 – [MGM, ChimneyVFX]
Road – Textures, Look Development
Bridge, Road – Lighting
Substance Painter, Maya, VRay, Nuke
00:56-01:00 – [Jose Cuervo, Electric Theatre Collective]
Ceiling Tiles, Broken Ceiling Boards – Layout, Model, Textures
Mari, Maya, VRay, Nuke
01:00-01:04 – [Lucifer Season 4, CoSA VFX]
Lucifer Devil Body, Wings – Lighting, Precomp
Maya, VRay, Nuke
01:04-01:11 – [Final Fantasy, Zoic]
Full CG Shot – Lighting, Rendering, Precomp
Maya, VRay, Nuke
01:11-01:14 – [Under Armour, The Mill]
Steph Curry doubles’ clothing – Model, Texture
Maya, Mari
01:14-01:20 – [Walmart, The Mill]
Walmart Building, Parked Cars, BG Asphalt – Layout, Look Development, Lead Lighter, Precomp
Maya, Arnold, Nuke