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Eileen Heilsnis

Unites States,  Apex Savannah College of Art and Design,  VSFX 419 - RenderMan II (Programming Models and Shaders II),  March 12, 2015
Hi! My name is Eileen Heilsnis, and I am a recent Visual Effects graduate of Savannah College of Art and Design specializing in lighting and texturing. I love the way the marriage of light and color can hold sway over an audience, influence their emotions to be frightened, elated, or even just to be in pure awe. To hold this power while at the same time creating such beautiful imagery is what drives my own projects as a lighting/texture artist.
  • Lighting
  • Modeling
  • Texture Painting
  • After Effects
  • Houdini
  • Mari
  • Maya
  • Nuke
  • Photoshop
  • Renderman
  • Zbrush
Adobe
  • VFX/ANIMATION
  • Student of the Year
  • 1025 Page Views
  • 6 Images
  • March 28, 2015
1. Temple
All aspects including modeling, texturing, lighting, rendering, compositing, and creation of HDR time-lapse.
Maya, Mental Ray, Mari, Photoshop, Nuke
Scene setup and rendering were done in Maya, textures completed in Mari and Photoshop, and final comp in Nuke.

2. Flight
Responsible for all aspects except hummingbird animation.
Maya, Mental Ray, ZBrush, Mari, Photoshop, Nuke
Completed as one of my final studio projects in which I had free reign over concept and completion. Created over a span of 10 weeks, I fashioned a mechanical hummingbird that was to be "brought to life", so to speak, and fly around an artist's workshop before disappearing out an open window. Many of the items and materials shown were taken from my dad's collection and work desk at home. Hummingbird animation was completed by Amber Glock, an animation student at SCAD.

3. River Valley
Responsible for all aspects except tree model.
Houdini, Mantra, Maya, ZBrush, Mari, Photoshop, After Effects, Nuke
My final studio project at SCAD. Again I had free reign to choose my subject and execution, and this time I chose to complete my short scene largely in Houdini due to it's capability of handling particle simulations. Cliff model and boulders were modeled in Maya/ZBrush, textured in Mari and Photoshop, imported into Houdini for simulation, and finally rendered in Mantra. Matte painting of background and sky was done in Photoshop and animated in After Effects before added into Houdini for water reflections. Waterfall simulation and falling petals was handled solely by Houdini. The snail was modeled and rigged in Maya, exported as an alembic into Houdini and shaded there.

4. Fantasy Plant
All aspects.
Maya, Mental Ray, ZBrush, Mari, Photoshop, Nuke
Tasked with marrying a plant and a animal trait, "Fantasy Plant" was the end result. The tentacles were modeled and (simply) rigged in Maya while the flower petals were modeled in ZBrush. Mari and Photoshop handled the texturing, and Nuke was used for camera tracking, final comp and color correction.

5. Shimmer
All aspects except concept.
Houdini, Mantra, Photoshop, Nuke
Based on David C. Roy's mechanical clocks, "Shimmer" was a demonstration in procedural animation in Houdini. All aspects of modeling, lighting, animation, and rendering were done completely in Houdini. Nuke was only slightly used to color correct and add depth of field to final render.

6. Teapot
All aspects.
Maya, RenderMan, Photoshop
This scene was an assignment to demonstrate RenderMan's ability to model, light, texture, and render an entire scene via RIB code. Texture maps were completed in Photoshop and adjusted in RenderMan.


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