HomeResumeCreditsDemoContact
   
 

Demo Reel

 
 
 

Title

This Demo is in 3 parts, "Photo-Real Effects", "Stylized Effects", and "Custom Tools".

   
   
 

 

Demo Reel Shot Breakdown

 

CG Effects

Responsible for the look of this episode of Jurassic Fight Club. This was the only episode of the show that was all CG. I created the underwater environment with all the debris, water surface, lighting, and blood effects. I also composited almost all of the 169 shots in the show. Basically when I got the shot it had a textured animated fish in it, and that was it. On a side note, to date this is the highest rated episode of Jurassic Fight Club. These shots were lit and composited in XSI using water debris effects created in Lightwave

Created the dust and debris for these shots.

 

Stylized Effects

Responsible for the water effect
Water was generated in Real Flow and rendered in Renderman. Spraying hose water was created in Houdini and rendered in Renderman

 

Responsible for the glowing fluid
Fluid in bottle was created in Real Flow. Fluid at the tip was created in Houdini

 

Responsible for the smoke, sparks and breaking action
Created in Houdini and rendered in Renderman

 

Responsible for the fairy dust
Particle sprites created in Maya and rendered using the hardware renderer

 

Responsible for the tornado effect and secondary animation (car,debris,cow).
Done in Lightwave

 

Responsible for the Anime Effect.
Done in Lightwave

 

Responsible for the energy beam effects.
All created in Lightwave

 

Responsible for the Fast Motion effect.
Compositing trick. Digital Fusion

 

Responsble for the exploding head.
Created in Lightwave

 

Responsible for environment glow and lightning.
All done in compositing with After Effects and Digital Fusion

 

Resposible for the General particle effects.
Broken crystal and snow created in Lightwave.

 

Responsible for the Fire and swirl effect.
Created with Maya fluids. Rendered in Mental Ray

 

 

Custom Tool

Dust Tool Houdini

This tool had to be created to solve a work flow problem that arose when we were informed that the film would be in IMAX 3d. We had initially intended on using Lightwave and Maya to generate generic dust plates and cheating the composites, but that wouldn't work in stereoscopic 3d. unfortunately due to the idea that the dust had to be in accurate 3d space in order to show up correctly in stereoscopic 3d the only option was to do it all in Houdini rendering with Renderman. Since so many shots required dust I decide to create this tool. It uses point velocities to determine if dust should emit. The points can be any geo. By the end of production I had two other artists that helped to generate dust with this tool for more than 200 shots!