
-- Phoenix Rising --
My VFS Final project. The Phoenix is a hardware particle based effect which uses RGB keying to mask/color correct plate footage of fire. The Phoenix was initially modeled within XSI, all other models, animation, etc. were created with Maya. All final compositing was done through Nuke. The final background plates were HDR panoramas for clear night exposure.

-- VFS Spider Composite --
This was the first major assignment for the visual effects stream at VFS. The model was provided, the task; to animate and integrate the spider into HD footage. Made with Maya and Nuke, tracked in Boujou.

-- Drill Composite/Track Test --
This was the first time I went through the full process of a visual effects shot from tracking to compositing, though there was little color correction, I made this before studying at VFS. The dirt and debris is driven by Maya fluids, and the majority of the debris is made by around 20,000 instanced particles. Tracking with Maya Live, all animation and effects in Maya, and compositing through After Effects.

--Splat!--
Splat was a film made during a museum internship by Patrick Vidal and myself. I contributed roughly half of the models, textures and other assets as well as assembled and managed the scene, animated the props/camera, and created all effects/simulations. As production was nearing completion I also assembled and managed the renderfarm for the 2K fulldome images. The short had to be produced in a very high pace in order to be done in time to show at Domefest in 2007, where it won a Domie award.

-- Wrecking Ball Meets a Brick Wall --
A quick effects piece. Constraint-driven chain swung a force-driving wrecking ball into rigid body bricks, with a fluid simulation for the smoke/dust.

-- Alkali Metals Reacting --
Emulating science videos showing the violent reaction alkali metals have with water, this piece uses 3 fluids, one for flame, one for smoke, and one 2-D solver fluid for ripples as the metal bounces around.

-- Robot Eagle Breaks Free -
A VFS project turned into a short film. The model was made in XSI, all rigging, effects, animation and other work was done in Maya. The cutting laser uses 3 particle effects for sparks, smoke and the hot-melted trail.

-- City Texturing Project --
A group project with a team of 5 had to split up a given model and texture 3 buildings each. In order to spruce it up and add story the group agreed to add effects, which I was responsible for. The bomb blast was made of 2 fluids, one for the blast, one for the smoke/collapsing dust storm. I also used particles for a quick chimney smokestack and fluids to set my head aflame in a hotel window. (Found a few extra minutes to kill)

-- Koosh Ball Composite --
This was my first real integration. A hair-simulated Koosh ball bounces down a photograph of a random staircase.

-- Short Film Effect --
A quick piece for a film school friend. Hardware particles combine with a fluid simulation to give the effect of the person blowing out the window as if made of dust.

-- RealFlow Motion Blur Test --
A quick test using RealFlow to test the effects of motion blur with complex moving simulations for style and efficiency.

-- MC Escher's Relativity --
A recreation of the infamous piece. Modeled within Maya, almost fully procedural textures to aid in original 4K poster rendering.

-- Breaking Waves Concept Tests --
A series of tests exploring the option of using RealFlow to simulate small simpler crashing waves. It utilizes geometry which deforms as it moves through the water, and a series of RF daemons to influence the wave shape as it forms/crashes.

-- Splashtacular Logo --
A logo was given, recreated in 3D and animated with a RealFlow simulation based on my breaking wave test work above.

-- The Day After Yesterday --
A piece made purely for the fun of it. RealFlow pushed the limits of any systems I could use with millions of particles crashing through the city. The city was made with high efficiency in mind, originally intended to be for background.
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