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3D REEL SHOT BREAKDOWN
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Call of Duty cafe

SPACEBOY TITLE BUMPER
All work by me.

Call of Duty cafe
Shot 1 - Flyover

Call of Duty cafe
Shot 2 - Flythru A

Call of Duty cafe
Shot 3 - Flythru B

FABLE 2
Director: John Mark Austin, Lead Artist: D. R. Greenlaw

Shot 1 - Forest Flyover
Executed 2.5D Matte Painting and assisted with choreo and compositing.
BONUS FOOTAGE ! Matte Painting Turntable... click here
(Forest assets/animation largely by by Matt Zeyn)

Shot 2 - Forest Flythru A
Developed shot from storyboard by creating previz and choreo.

Shot 3 - Forest Flythru B
Developed shot from storyboard by creating previz and choreo.
Modeled and Textured Hero "Arch Ruin" and other elements, such as assortred trees and foliage. Arch Detail... click here

(Hero "Grandfather Tree by Chris Osborne. Oracle character by Andrew Harlow)

BONUS FOOTAGE ! My original previz for shots 2 and 3...
Model/Texture/Lighting/Animation click here

Call of Duty cafe
Shot 1 - Missile Launch

Call of Duty cafe
Shot 2 - Missile Hit

Call of Duty cafe
Shot 3 - Explosion

N.A.S.A. SEALS
Lead Modeler and Texture Artist - V'ioran Station

Shot 1 - Missile Launch
Included for editorial.
(Solar Panels by Jon Gourley. Seals ship by Alajandro Parrillo )

Shot 2 - Missile Hit
Lead Modeler and Texture Artist - V'ioran Station
Model/Texture/Lighting/Choreo/Animation/FX/Rendering/Compositing
(Graphics Overlay and Live Action Compositing by Tim Peckham)

Shot 3 - Station Explosion
Lead Modeler and Texture Artist - V'ioran Station
All work by me.
Model/Texture/Lighting/Choreo/Animation/FX/Rendering/Compositing
(Scion fighter model by Mason Mastroianni)

Call of Duty cafe
Shot 1 - Timelapse

Call of Duty cafe
Shot 2 - Dive

FABLE 2
Director: John Mark Austin, Lead Artist: D. R. Greenlaw

Shot 1 - Timelapse
Developed shot from storyboard by creating previz and choreo.
Modeled/Textured most of the buildings and street accessories, Grass, Fences, Farmlands and Buildings.
Additional modeling by Pat Killik and Paul Ghezzo. Oracle character by Andrew Harlow.
Co-developed lighting, setup and layout with Paul Ghezzo.

Shot 2 - Dive into Choosing Game
Animation/Lighting/Rendering
Modeling/Texturing - Cobblestone Street Circle
Texturing of Choosing Game - (editing and manipulating supplied artwork)
Choosing Game model by Matt Zeyn
Compositing in Fusion (with mentoring by John Mark Austin)

Call of Duty cafe
V'ioran Pullback

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)

Call of Duty cafe
Cafe Exterior

Call of Duty cafe
Cafe Interior

CALL OF DUTY 3
Director: John Mark Austin, Lead Artist: Ken Wilder

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.

Call of Duty cafe
Shot 1 - Matte Painting

SPLINTER CELL: DOUBLE AGENT
Director: John Mark Austin, Lead Artist: Keith Matz

Executed matte painting of a cracked brick wall and corresponding "espionage wall" of satellite info, overlays and notes.
(And yes, I know the transition "pops" right now... its a compression problem coming out of premiere i will fix soon)

Call of Duty cafe
Opening Matte Painting

Call of Duty cafe
Boom Over Hood

Call of Duty cafe
POV Camera

Call of Duty cafe
Canyon Race

PROJECT: GOTHAM RACER 4
Director: John Mark Austin, Lead Artist: D. R. Greenlaw

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

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