Project: Fuel Explosion

This project was a weekly assignment for a Dynamics class. The brief was to create a fuel explosion. This was achieved by creating an nParticle fluid sim and using that as the emitter for the Maya fluid. The project was then rendered out in V-Ray with the passes shown below, and composited in Nuke over a tracked plate.

Software used: Maya, V-Ray, Nuke

Responsible for all aspects.

 

Project: Many Shots, one kill

This project was done as a final for a Dynamics class. The clouds were done using Houdini's volume tools, and the fire was done using Houdini's pyro tools. Both effects were then exported to Maya where they were rendered in V-Ray. The embers were done using nParticles rendered in V-Ray. The renders were then taken into Nuke for compositing.

Software used: Houdini, Maya, V-Ray, Nuke

Responsible for FX, lighting, rendering, and compositing. 

 

Project: Watch Tower

This project was done as a final for a Dynamics class. The project requirements were to design an RBD sim that could be iterated on, and to finish the shot with any other effects necessary to complete it. The RBD sim was done using Fracture in Maya. nParticles were used to create debris particles as well as emitters for the dust sims, which were done with Maya Fluids. Everything was rendered in V-Ray. One final pass of debris particles was done with nParticles and rendered in Krakatoa. Everything was then composited in Nuke. 

Software used: Maya, Fracture, V-Ray, Krakatoa, Nuke

Responsible for all aspects.

 

Project: Bridge Folk

This project was done as a final for Digital Sets. The project requirements were to matchmove a plate, and either extend it digitally, or to add digital set dressing. Everything was modeled and rendered in Maya using V-Ray. Some of the tents were modeled using an nCloth sim as the base. The texturing was done using Substance Painter. The fire in the barrels was done in Houdini and exported to Maya.  

Software used: Maya, Substance Painter, V-Ray, Nuke

Responsible for partial modeling, texturing, shading, lighting, rendering, and partial compositing. 

 

Project: Arrival

This project was done as an assignment for Matte Painting. The characters, their textures, and their animations are from Mixamo. The city was modeled in Maya, the matte painting was done in Photoshop, projected and comped in Nuke. The torch was modeled procedurally in Houdini. The fire was done using Houdini's pyro tools, and rendered in Redshift. The snow particles were nParticles rendered using V-Ray. A base brick texture for the city was rendered out of V-Ray, and the matte painting was done on top of that.   

Software used: Maya, Houdini, V-Ray, Redshift, Photoshop, Nuke

Responsible for all aspects except characters. 

 

Project: Camp fire

This was a personal project done to test and understand Redshift. The meshes were created in SpeedTree and Maya's PaintFX, and scattered using Houdini and MASH in Maya. The fire was created using Houdini's pyro tools. All of the rendering was done in Redshift with in-camera depth of field blur, chromatic aberration, and volumetric light rays. The fire was rendered separately and comped in Nuke.  

Software used: SpeedTree, Maya, Houdini, Redshfit, Nuke

Responsible for all aspects.