Environment Modeling for the Back Alley and Embassy shown in these images. I also did the Look Development for the Embassy Shots.
Lighting and Compositing done by others
I modeled all of the snow capped homes and structures for this Environment. Gary Christian modeled the hardsite and Vegetation.
I created the Look Development for this sequence and Lit the shots shown here.
I was the scene assembly show lead for this cinematic, as well as the environment and lighting lead on the sequence shown here.
I supervised the creation of this environment working with several artists including Andrew Averkin, Beat Reichenbach , Marek Danko and was the lead artist assembling all of the components to create this massive environment. I also did all of the Vegetation scattering and site modeling.
I did the Look Development for this sequence, led the team of lighters and lit the shots shown here.
I created the environment and Look Development for this cave sequence and all of the shots shown here.
I created the environment shown in this sequence.
Environment modifications such as snow capped trees done by others.
I was the scene assembly show lead for this cinematic, as well as the environment and lighting lead on the sequence shown here.
There were a lot of talented artists involved in creating the look of these environments including Gabe Askew, Jared Trip, Simon Le Blanc and other texture artists. My role was to put this all together and finalize the look.
I did the Look Development for this sequence, led the team of lighters and lit the shots shown here.
Environment Modeling Artist for the Beach Sequence
Lighting, Compositing and Look Development Lead for all other shots shown as well as Beach.
Environment Modeling, Lighting, Compositing, Look Development
Completed at Blur Studio
I was an Environment/Lighting/Compositing lead on the show. I was responsible for leading the shots in the CG Battlefield. I designed the environment based on reference from the onset photography and various concept images created at Blur, and create the lighting and Look development for the all CG ground level battle sequence. This included interactive lighting for the bifrost beam, falling embers, atmosphere, and laser crossfire.
I created the Master 3d and compositing files, and led a team of Scene Assemblers to the completion of the shots in that environment. During Scene Assembly several teammates helped to further the look of the shots by adding various elements like glowing sword effects and explosions in the sky.
I also completed several shots on the show.
Environment Modeling, Lighting, Compositing, Look Development Lead
I created the environments as well as lighting and compositing for shots show here.
Completed at Blur Studio
Environment Modeling, Lighting Compositing and Look Development Lead for the Scenes shown here.
I created the Master 3d and compositing files, and led a team of Scene Assemblers to the completion of the shots in that environment.
I also completed several shots on the show.
Lighting and Compositing
Environment Modeling, Lighting, Compositing, Look Development
Completed at Blur Studio
Environment Modeling, Lighting, Compositing, Look Development
Completed at Blur Studio
Environment Modeling, Lighting, Compositing, Look Development Lead for the City
Completed at Blur Studio
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Environment Modeling, Lighting, Compositing
I upres’d the original building models by adding new doors, windows, ornamental details as well as flags and banners. and in some cases remodeling from scratch to prepare the city environment for this cinematic.
I also lit and comped several shots in this Cinematic