Wednesday, July 22, 2015

Another year, another bunch of commercials...

It's time to update my professional work again for this year...  Here are most of the jobs I've worked on over the past couple months.


At A52/Elastic I worked on this commercial for Cree lighting--doing texturing, lookdev, and lighting... both the balls as well as the stadium in vray and mari.







At Psyop I was doing primarily lighting and lookdev in Arnold for these three commercials.  I was responsible for the localization renders for the clash of clans spot, for the train interior shot on cricket as well as some lookdev, and for lookdev and scene assembly on the fitbit spot.


Most recently, I worked on this commercial at the Mill--primarily working as a modeler for this job, although I did do a bit of lookdev and lighting.  I think that's all of the commercials I've worked on since my last update...

Monday, June 15, 2015

What's Coming




Here's the latest on my reel push--still slowly coming together... It's been a busy year.  Hard to believe that my last reel was a year ago... Here it is [again] for old time's sake.

 

Sunday, April 12, 2015

Something Old, Something New

So, it looks like I'm going to be starting up again tomorrow--putting my reel update into slow-mo until the job is over...  So I figured I'd post a bit of what I've gotten up to.  I've re-lookdev'd and re-rendered my Bradley tank in a cleaner format (and in Arnold).  I've also posted a proper turntable render of the model I created for the short film I worked on last year.  







I also have a few process shots of my lookdev of another of my old projects that I'm bringing to completion.  I've been using the project to really learn substance painter and designer and the workflow of bringing the textures from that package into Arnold.


Initially, I bring in the normals and displacement and make sure that they're both working together on a neutral (0.18 grey) object.


For the next step, I bring in the roughness and metallicity maps and see which surfaces I need to tweak to get the correct material response in Arnold.  My inital thoughts with Arnold with regards to the specular fresnel (reflectance at normal) were completely misguided--as the metallicity is the perfect map to control this parameter.


Just making some minor adjustments to the specular roughness of materials in the shader network.


Plugging in the color map and making an initial render with all the textures on the mesh.


Knocking back the diffuse contribution of the color map to prevent the overexposure on the hand/arm.


Bringing back some of the diffuse contribution and adding scattering to some of the materials which would benefit from it (the worn leather and rough plastics in particular).  There will definintely be some more updates coming soon...  I definitely want to update this more frequently as I start getting projects ready for my reel.

Thursday, April 9, 2015

Updates again!

It's been a bit... but I suppose it's time to update with my latest work again.  I've been cranking away on a new reel--but in the meantime, here are a few jobs I've worked on.



I did the CG lighting for the stage behind NPH at the Oscars intro 2015 at A52/Elastic.  Most of the animation was done in comp--I mainly supplied the comp artists with a huge number of passes to tweak as they would.



I did the lighting, camera, texturing, and lookdev for the brick wall key drop shot in this ILX commercial at A52/Elastic.



I was lighting and doing a bit mattepainting for this job at A52/Elastic in Santa Monica.


I did the model, texture and lookdev for the tuba in this Turbotax commercial at the Mill.