Spider-man 3 (Trailer shots): 2005-2006 |
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Sony Imageworks, Los Angeles.
Some very short shots of current work for Spider-man
3 taken from the first trailer. I am using Houdini to
do particle effects work. Shaders are developed in RenderMan
and Vex/VOPs. Compositing is done using Sony's in-house
compositor, Bonsai. Examples seen here are thruster
effects and web effects.
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Harry Potter and the Prisoner of Azkeban:
2003-2004 |
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CineSite, London.
Various scenes showing the magical transition of Harry's
map. The map was tracked and modelled in CG so that
the animation was exactly matched to the deforming surface.
Maya and MatchMover.
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The Wild: 2004-2005 |
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CORE Feature Animation, Toronto.
Example shots showcasing the lighting of characters.
All character lighting was carried out using productivity
tools that I developed. See the next section for details.
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King Arthur: 2003 |
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CineSite, London.
Camera-solving and matchmoving for background replacement.
camera tracking was carried out with MatchMover, Boujou
and 3D-Equalizer.
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The Wild (out-take): 2004-2005 |
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| CORE Feature Animation, Toronto.
A short deleted scene from The Wild where I was the
lead lighting tools developer. Tools were created to
increase productivity by supporting re-use and automating
complex tasks. Tools were largely created in Houdini
as Digital Assets for ease of use and management. The
role also invloved a great deal of scripting using hscript,
shell scripts, Perl and Python. Amongst many tools was
a detailed Lighting Rig and an Interactive Lighting
Tool. The Light Rig greatly increased throughput and
helped prevent user-error. Lighting set ups could be
copied from one character to another at the touch of
a button and could be easily re-used in similar shots.
An Interactive Lighting Tool allowed rapid tweaking
of lighting without having to re-render saving time
and greatly reducing render cycles.
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Personal Work: 2002-2006 |
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| Personal work.
In the first shot, where a dragon-tattoo 'comes alive',
a toon-like shader is applied to a CG model so that
it initially resembles a tattoo. The shader and the
model morph to bring the tattoo to life. The second
shot shows the CG dragon composited in to a live action
backplate that has a day-for-night treatment. The environment
has been modelled in CG so that an interactive light
pass can be calculated. The third shot shows the procedurally-animated
dragon with a fire shader applied to its skin. Lastly,
there are two Vex shader tests. The first is spreading
lava with a hot burning edge and the second is a molten
material that cools from a liquid state to a hot ash.
This work was carried out using Houdini, Vex/VOPs, Halo,
Shake and Mantra.
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Around the World in 80 Days: 2004 |
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CineSite, London.
In the original plate the flying machine had white
canvas sails and unpainted wood. I carried out every
3D task to create the painted surfaces. I used MatchMover
to track the shot and then used Maya and RenderMan (Slim)
to model, texture and light the replacement CG model.
There is animation applied to the replacement surfaces
so they stay fixed to the sails which are moving gently
in the breeze. |
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