Demo Reel Breakdown
Pixar Work Overview:
Sets Shading TD
Sets Shading TD
Texturing-
-Textures are created using procedural, node based proprietary tools, Substance Designer, Substance Painter, and Photoshop
-UVs and Ptex workflows
-I worked closely with Graphic Artists to set up UV or Projection Plates for any Text or Logos. Once they delivered the graphics I would implement them into the shader
Shading / Look Dev-
-Renderman - Material graphs created in proprietary tools, similar to Maya Shading Node Graph
-Lighting/Rendering environment was Katana, at times I would work to assign material variants or override shader parameters in Katana. I am also comfortable setting up shots/camera in Presto and Lighting for local renders
Elio:
-Blue, Green and Peach structures
-Vegetation (Except for the thin vertical tubes and blinking bead-like ones)
-It was a lot of fun to explore with animated textures in this alien world, creating animated emissive movement and displacement.
-Pink / Purple vegetation and seed pods
Elemental:
-Wetro - Entire Train, Exterior and Interior
-Elevator - Full Set
-Elevator Exterior - The Rooftop Elevator Area
-Large Ship- Both Boats and the lower Lock Architecture
-Large Ships on either Side
-Vehicles
Turning Red:
-Balcony Shot - Full Set
-Camcorder Montage- Camcorder, Door, Interior Classroom Walls, Boba Drink, Furniture and Props, Lunchbox, Money, Polaroid Camera and Photos
-Under the Bed- All props under the bed excluding Hats, Fuzzy Headband Ears
-Party - Sound system, speakers, Couch, Boggle
Cars on the Road:
-Haunted Hotel - Full Set
-Mountainside- Full Set
-Neon Sign
-Grainery Building and Film Equipment Props
-American Flag Set- Full Set except far right Stage
-Wardrobe- Full Set including Mater's Viking Hat
Personal Projects:
Mountain Environment - Unreal Engine 5:
Responsible for All Aspects
-Final Path TracedRender
-Concept sketch and photobashing
-Rough Blockout in Maya
-Blocking to Houdini for Heightfield then to Gaea 2 for weathering
-Hi-res geo placement in Unreal. Set Dressed Quixel Megascan Rock assets. Created multiple trees in Speedtree. Got some small grasses and bushes and rocks/boulders from Quixel Megascans and populated them in the scene with the Foliage Tool. Added in the building that I modeled in Maya and shaded in Substance Painter. Added water to the level. Painted multilayered material on landscape under the water to add variation to the surface. Created materials by using weathering masks made in Gaea 2 to blend between a multi-layered tiling material in Unreal.
Silver Lining:
-Texturing was done in Substance Painter
-Shading/Lighting/Rendered with Renderman in Maya
-The clouds and smoke I simulated in Houdini and converted to vdb's which I then imported into maya
-Compositing was done in Davinci Resolve\
Ship concept by Ian Mcque. Robot concept by Ruslan Safarov. Models by Cheyenne Chapel, Aliya Chen, Damian Kwiatkowski, Alyssa Minko, Anthony Muscarella, and Miguel Zozaya. © Disney/Pixar - Renderman "Shipshape" Art Challenge - Honorable Mention
The Hidden People:
-Texturing was done in Substance Painter
-Fur and moss were done with XGEN in Maya
-Shading/Lighting/Rendered with Renderman in Maya
-Compositing EXR layers was done in Photoshop
Woodville Treehouse - concept by Vasylina Hilo. Model by Alex Shilt. © Disney/Pixar - Renderman "Woodville" Art Challenge - Honorable Mention
Octo:
-I am responsible for all 3D aspects.
-This is based off a concept by Guille Garcia- (guille_themovie on instagram)
-Texturing in Substance Painter
-Shading/Lighting/Rendered with Renderman in Maya
-Modeled in Maya, Sculpted in Zbrush
Pixar Style Exploration:
Responsible for everything except modeling, and camera movement.
-These two projects were an exploration of stylized rendering using our existing pipeline tools.
-The first was trying out exporting various Textures/Signals from the material through Katana and then compiling them to "Shade" in Nuke, using a flat white material lighting pass as a base for masking between lobes.
-The second Interior Scene I was exploring baking the Illumination out of Katana and using it as a signal in Renderman to drive shading.
Person Project Style Exploration:
The last little project is an exploration of similar concepts using Arnold in Maya.
-Responsible for all aspects.
-Modeling, Rigging, Texturing, Shading, FX, Animating (my least favorite part of the pipeline lol), Lighting, Compositing
-I was exploring using the toon shader in Arnold as the input to other shaders as a mask for illumination.
-The face is a 2D rig that I made in Moho and then applied just on his face with UVs.
Thank you so much for watching!