VFX

PT-17 STEARMAN


Project for class to create a photo realistic vehicle model
I was responsible for all aspects of this piece, modeling,
lighting and hand painted textures.

"TRANSITIONS"







A group project for class. The concept was a vehicle that
would frequently change form.
I was responsible for all amination, all aspects of the
cloud shots with the exception of the Osprey
military plane the biplane transitions into.
I was also responsible for all modeling
in the street scene, with the exception of the
crosswalk light, the first visible building in the shot and
the orange Camaro.

CONCEPT ART

MATCH MOVING


This was a personal project to match
my CG biplane onto a live action plate.
I used Boujou for matchmoving,
after effects for compositing and
the plane was created in maya.

Match-to-Live




PHOTO-REAL













PROCEDURAL KANGAROO


LEG SETUP
The animation is a mix of sin expressions and chops networks.
I chose to experiment with Houdini's rigging tools get correct arm and
leg component operation. This approach proved to be the most efficient
and controlled method for correct operation. The legs components are
parented to bones that are all connected in an IK chain. With this setup
there are only the root of the IK and the end goal to animate.
    The leg animation is a cosine wave for forward and backward movement
and the leg lift is a chops network consisting of a sin wave that is
clipped at 0. This results in an animation where the leg lifts going forward
but during backward movement the foot remains on the ground.



SPINE SETUP
The tail and spine are splines that have geometry copy stamped across them.
On the lower level of the curve there are point nodes that allow for animation
of individual points. This how neck and tail animation was achieved.


PROCEDURAL LIBRARY


This was a class project, the criteria being to use the copyStamp node
to populate an environment using a variation of only one or a few objects.

I created only a single book case, three books and a single plaque for
the side of the book case. Using the copyStamp node a nifty network of
expressions, I populated the book case, randomizing the height of the books.


This is an early render.
For the textures in the final image I created a library of book
textures that were applied randomly.

Facial Capture Test


This is a test of facial capture workflow. Points on the actors face were
tracked in Boujou and exported to Maya as a point cloud.
The face in Maya was rigged with the same configuration of joints
as was marked on the actors face. The amount of joints depends on
the level of facial definition the character needs.
The joints are parented to the corresponding locator in the point cloud.



RENDERMAN


A project for my renderMan class. The goal was to
animate our custom made renderMan SL (shading language) shader.
The renderman shader is the Pong game
on the television screen. There are other
shaders on the wall in the background that were created as
practice before being assigned the custom shader.

I was responsible for all aspects of this project.

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From the same class we created a small scene
to test various types of renders. This is
one test rendered with renderMan with raytracing
enabled.

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