3D REEL SHOT BREAKDOWN |
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SPACEBOY TITLE BUMPER |
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FABLE 2 Shot 1 - Forest Flyover Shot 2 - Forest Flythru A Shot 3 - Forest Flythru B BONUS FOOTAGE ! My original previz for shots 2 and 3... |
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N.A.S.A. SEALS Shot 1 - Missile Launch Shot 2 - Missile Hit Shot 3 - Station Explosion |
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FABLE 2 Shot 1 - Timelapse Shot 2 - Dive into Choosing Game |
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NASA SEALS V'ioran Station Pullback All work by me. Model/Texture/Lighting/Choreo//Rendering/Compositing (Solar Panels by Jon Gourley. Reactor co-modeled by Christian Ayala) |
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CALL OF DUTY 3 I was part of a team of fourteen artists who put this spot together in four weeks. Like most projects at R+H's Commercial Division, there were many overlapping resposibilities and jobs performed by each artist. I spent much of my time modeling, texturing and lighting the interior and exterior of the cafe model used for the second half of the spot. I also worked on setting up and developing some of the effects, and completed and animated a mulitplane matte painting using PhotoShop, LightWave and Fusion, which was used for the sky elements. For more details, visit my Call of Duty Pics Page. |
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SPLINTER CELL: DOUBLE AGENT Executed matte painting of a cracked brick wall and corresponding "espionage wall" of satellite info, overlays and notes. |
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PROJECT: GOTHAM RACER 4 Eight artists worked four weeks to create this trailer for Project Gotham Racer. There were many overlapping responsibilities, but I was largely responsible for the design and modeling of the city, including organizing and repurposing exisiting elements, creating new ones, and layout. I up-rezzed a Ferrari mesh purchased from an online vendor, correcting proportions and adding areas of detail. I also completed several matte paintings, including the multiplane aeriel view with the nazca lines in the opening shot. I worked several of the shots most or all the way through, including animation, lighting, volumetrics and rendering. Particular care was paid to the lighting of the car, with extra reflection passes and "fischer box" passes, emulating traditional car commerical techniques (under the guidance of John Mark Austin). This show was very much a crazed, multitasking team effort, but the shots which were "mostly" mine (animate/light/multipass render) were: the opening shot, the boom over the racing car with the eclipse reflection, the POV camera on the hood of the car, and the overhead "canyon" shot of the car as the buildings dissolve. I created and animated flare and volumetric elerments for the car's headlights in every shot they appear. I also modeled the gothic hero building top in the foreground of the first "city dissolving" shot. Please my PGR Pics Page for more info. BONUS FOOTAGE ! Test shots of my city model... click here |