Nov 22, 2016 | General Updates
This is another post production asset breakdown for one of the assets I did for this years major project, the Distant Plateaus. Production Plan: The plan for the making of the major plateaus was the rather basic: block it out, sculpt it, export it, bake maps to be...
Nov 22, 2016 | General Updates
The following is a post production asset breakdown for one of the assets I did for this years major project, the Chasmfiend. Production Plan: The Plan for the Chasmfiend was to break it down into separate parts, such as the front legs, head, body segment, etc. This...
Jun 24, 2016 | General Updates
The aim of this project was to do a mini outdoor rock and planet environment, similar to the fish tanks shown in the reference. The scene consists of 5 different types of rocks and 9 different grass and reed assets each and the ground, ideally I would have liked to...
Jun 24, 2016 | General Updates
The aim of this project was to make a tree, in this case a bonsai tree, by hand without any planet generation software, from photo reference. Trunk Sculpt: The trunk was sculpted in ZBrush using Dynamesh and ZRemesher was using to clean up and reduced the mesh....
Jun 23, 2016 | General Updates
The aim of this project was to recreate a dark wooden panelled hallway based on photo reference and built to scale. At the start of this project I didn’t understand the workflow of modelling in Maya with subdivision in mind and then rendering in Renderman, so a lot of...
Mar 22, 2016 | Daily Updates, Updates
The reworked final version of the shot for the VFX Project assessment. Redone rotoing, tweaked colour grade and film grain and added film dust. Updated VFX Breakdown of my shot for the VFX project assessment to match the second...