2, 9 - These shots demonstrate the Drifter character model. I concepted, sculpted and topologized the full character, upon which another artist created a very low poly base mesh of the shirt and pants in Marvellous Designer, upon which I reimported in back into zbrush and created the appropriate shapes and details. The leg brace and gun was also created and textured by another artist. I textured and surfaced The full character including clothes and coat in Mari, and baked out the maps. Everything was then converted to a tiled exr for efficiency. Another artist was responsible for the rigging.
3, 6, 7 - These shots demonstrate the Scumbag character model, Concepted by me. Another artist did the base shirt and pants in marvellous before handing it to me, where I completed the rest of the model in zbrush, and topologized in topogun. This model was then textured, rigged and surfaced by another artist
1, 4, 5, 8, 10, 11 - These were a 6 of the total 12 of the shots I rendered for the currently unreleased student short film “Impasse” . The process for each was using a base render scene, with basic settings set up, and referencing in the character, environment, and the camera on a per shot basis. Then a 3 point light setup was created on a per-shot basis, to keep the look consistant. I then cached the GI, set up the render passes, and rendered each shot out on the render farm. Checked for errors and rerendered any dropped frames before passing it on to compositing artist. In all cases the camera was static, allowing the background to be rendered out as a single frame. Rendered in Vray. The hair was rendered seperately by another artist.
12 - This scene was created fully by me, modelled in Maya, surfaced and textured. Originally a 12 second long flythrough. Rendered with caching in vray, and composited in Nuke.
13 - This full cg still life was created by me, using texture photography, photoshop, maya, nuke, and was replicated from a photo taken in a studio. 123D Catch was also used to create accurate light placements, and a chrome ball photographed and unwrapped to create accurate metallic reflections.
14 - This character was created for a cubebrush monthly competition, in which it placed second. Created in zbrush, retopologized in topogun, and composited in photoshop. Original concept.
15 - Based off the concept “Lili” with permission of artist, Keith Thompson. This was Sculpted and topologized in Zbrush and topogun, before being rendered and composited in photoshop using various passes.