CannonBarrel - Scanned Miniature - Asset creation - Reality capture, Maya, Zbrush, Substance, Arnold
Photogrammetry - Green Apple TT
Photogrammetry - Green Apple ContactSheet
Finished Asset
Built shaders
Rendered in Arnold
Added Graphics in Photoshop
Center/LOD 1 - 15k polys
Right/LOD 2 - 1500 polys
Left/LOD3 - 150 polys
Rough_NML_Beauty
Normals
Albedo/Wire
UV_Checkers
Roughness
SSS
U1, V1
U2, V1
John Wick 4 - Apartment Reconstruction from LiDar - Asset and FX on the sheet - Mdl/Maya - Tex-Substance - FX and Final/ArnoldSS
Contributed as a Senior CG Generalist
Assets
MatchMove
Layout
FX
Surfacing
Apartment Reconstruction
Assets throughout the shots all layout, mdl and lookdev by me
Furniture all made for FX Bullet FX and Fire Sims
Layout and placement of sims
FX during gun fight - Modeled and surfaced the statue and cabinet as Hero Assets (WIP Below)
Placed the mirrors with proper handoff to lighting for Reflections (CamDataFromMirrorsPOV)
Lookdev on JW Car, the CG wet road and All CG Lightpoles
Organic Likeness Sculpt of Young Actor (ZBrush, Maya)
Seamless Transformation into (Robot)
Role: Responsible for creating high-quality CG assets used by the Motion Graphics team for final production.
Contribution: Developed detailed and optimized 3D models featured in a commercial, seamlessly integrating them into the final motion graphics pipeline.
Showcase: Sherwood Rekker Protective Equipment featuring some of the assets I was in charge of producing.
Ingest scan data, Repair and revise
Retopo and UV Asset for Max Fidelity
Without asset on hand
Reconstruction of materials and Separation of Layers All done in Maya/Substance for masks
Creation from Graphic Designs
Look Development done in Maya/Arnold
Textures and stamps applied using Substance Painter