Professional work created in 2012 and 2013.A recognition to all the talented people who worked on these shots. Thank you for watching
Shot Breakdown
Man of Steel
While at MPC I was a Kali destruction artist. Kali is MPC's proprietary toolset for the API DMM engine. I was responsible for creating hard surface destruction. This involved creating the cage geometry to simulate on, designing the impact profile of the shot, iterating based on VFX supervisors feedback and trouble shooting any issues encountered by lighting as they processed the final shot.
- A-10 engine throw
The foot impacts, engine hitting building, glass and concrete, as well as the particle elements to the destruction.
- Soldier impact on chairs
Plastic cracking of the chairs.
- Superman, Foara slide
The impact crater on the ground as well as the particle sand and instanced rocks ejected.
- IHop exit
The wall, roof and glass impact
- IHop entry
The destruction of the signage, the building and the cloth awnings
- Superman flies away
The launch elements to the shot using particles and Maya fluids
A Good Day to Die Hard
On Die Hard I was part of a two person FX team. I came in with a month left on the project specifically to help with one of the key FX shots awarded Method.
- Men falling through construction tube
The plastic destruction on the construction tubes, wood destruction from animated characters falling, volumetric smoke (mixed with comp elements),water, and debris in the air.
- Hind helicopter shooting construction tube
The plastic construction tubes, bullet impacts on concrete as well as Maya fluids (mixed with comp elements)
- Construction tubes closeup
The concrete impacts against the wall, Maya fluid smoke (mixed with comp elements)
The Great Gatsby
On Gatsby I was involved in the creation of a 1930's dust bowl flashback
- The man and the horse
The ground cover element using Maya fluids, as well as particle passes for drifting sand and particle instances of rocks being moved by the wind.
- Boy in the house
The ground cover element using Maya fluids, as well as particle passes for drifting sand and particle instances of rocks being moved by the wind.
RED2
On RED2 I was tasked with adding more destruction to plates with practical elements already in place, basically more carnage more explosive behavior. I used DMM for Maya for the bullet impacts, adding to a practical van being cut in half by a mini-gun, as well as particle instances and Maya fluids to create the debris being ejected from wood, concrete, glass and metal
-Bookstore shoot up
DMM for bullet impacts against wood, nParticle instances for debris.
- Bruce by the dumpster
DMM for wall impacts, nParticle instances for debris.
-By the car door
nParticle instances for debris.
- Mini gun across Audi
nParticle instances for debris, nCloth for paper in air and DMM for concrete impacts
-Bruce and John by dumpster
nParticle instances for debris, Maya fluids for impact smoke
- Mini gun through van
DMM simulation of bullet impacts, nParticle instances for debris.
-Bruce by van
DMM simulation of bullet impacts, nParticle instances for debris.
Warm Bodies
On Warm Bodies I was the only FX artist. I was tasked with Cloth, slobber, blood and other RnD projects. I also used DMM to simulate a large wall collapsing, as well as glass being shattered.
-Soldier through glass
DMM glass simulation added to a practical desk model.
- Wall collapse
DMM simulation of a large sequence of walls collapsing, Maya fluids for smoke and dust.
- Bonies fall
DMM glass simulation
Defying Gravity
On Defying Gravity I was the only FX artist, for pre-production and episodes 1,2 &3.
-Mars storm
Maya fluid and nParticle rig, designed to be used from multiple angles and for an undetermined frame range. The intention was to have this effect be a reoccurring "nightmare" for the protagonist of the series and to run throughout the series.
- Antares booster
A Maya fluid rig designed to be a drag, drop, and render asset for the series run. The rig had controls for ignition of booster as well as vector-able thrusting and "magnitude" ring animation.
- Micro gravity throw up
Probably one of the funniest effects I've ever done this was an nParticle rig designed to simulate surface tension before it was available as an option in Maya.
Sanctuary
I worked on the SYFY television show Sanctuary for three seasons, It was a great environment for an FX artist as I never knew what wild effect I would be tasked with next.
- Super suit
nParticle, nCloth simulation
-Helicopter sinks
nParticle bubble element.
- Fire elemental
Maya fluid and nParticle rig designed to be used in an entire sequence of this episode.
-Invisible girl's dress
nCloth dress as well as roto-mation of live action actress for collision object.