reel breakdown
k19_final

May 2009 - showreel shotlist

One Star is an animated TV sitcom pilot.

I was involved in the project from the pre-production stage to final delivery.
I setup the general 3D method for the show and the master lighting and rendering pipelines. I created 3D sets and characters. I also composited a selection of the final shots. This was a full 3D project of 29 minutes duration.

Corridor Shot – I created the environment including modelling, texturing, baked lighting and scene lighting and rendering. Generated the cg passes and composited the shot.

Exterior House Shot – I built and textured the house background. Lit the scenes and created the passes which were composited with Photoshop and Fusion to the final shot.
I built the “Deek” character (blue jumper) including the base blend shapes. I was also involved in the creation of some of the other characters in the show including “Gray” (the character with stripped top.)

Kitchen Shot – Scene setup, dressing and lighting. Rendering and comp.

Reception Shot – Created the environment, including build, texturing & lighting.

KNTV Philosophy is an animated TV show of 10 episodes and 90 minutes CG footage.
 
The two main characters Kierkegaard and Nietzche are Eastern European teenagers from the fictional communist country of Slabovia. Having broken into an abandoned government TV Station, they create a pirate TV show about the history of the world's greatest thinkers.

I created the central set including modelling, texturing and prebaked lighting and addition props and effects. I prepared the characters, setup the character lighting, scene layout, render method and composited the majority of the final shots.

K19: The Widowmaker

These sub shots originate from previz which I animated with 2 other people. They were mocked up in 3D and the camera and sub moves approved prior to the sub element being shot on a stage “dry for wet.” I created a sub model, which was used for the previz and to lineup the digital environment. As part of a small team, I worked on the particle, matter, water environment, bubbles and volumetric lighting which is all 3D generated. In addition to the underwater sequence previz and 3D elements were created for surface set extensions.

Colin McRae: DIRT FMV

These shots form part of a longer sequence that was used for promotional purposes.
As part of a small team I was involved in the preparation of assets, scene layout, lighting and rendering.

Puddleducks

A seventy second 3D pilot for TV show.
I was involved in the environment modelling and texturing.
I created the water simulation, rendering and particle effects.
And also the project lighting, rendering and compositing.

VFX showreel - 2002

K19: The Widowmaker

As above ........

Shipping News

House set extension

Tomb Raider

The temple is a scale physical model. The explosion is a digital effect.
I built a CG facsimile of the temple from blueprints and reference photography I took on the set. This was used to add CG effects to the motion control plate and create lighting and volumetric passes etc. I created and animated 3D flocking birds for the shots in this sequence. There are digital people running and falling from the blast which I animated and rendered. The burnt and scarred landscape left after the blast is a 3D textured model which I built and rendered out.
Software: Temple CG build created in Lightwave. Models and lineup exported to 3dsmax. Digital birds, people and particle effects in 3dsmax. Burnt Landscape Lightwave and Photoshop.

BT Innovation Centre: Presentation Space Film

The space visuals are taken from a 3 minute space fly through film which I created to be projected at BT’s Innovation Centre. With the clients input I developed the look and direction of the film. The project included animation and camera moves, modeling, texturing, lighting, multi pass rendering, particle effects & paint work. Lightwave was used for 3D and Photoshop for texture work. I also compsited the layers in Shake and edited the sequence.

Enigma

Anamatics from “Enigma” sequence. I animated, lit and rendered the shots, and added effects animation. I built the sub conning tower, plane and set up the planes rotors and guns. I composited the elements together in Shake to mock up final shots.

Volumetric Clouds

This was part of RnD for “PitchBlack.” The brief was for circular spiraling clouds. I animated and developed the volumetric shader and rendered it out.
Software: Lightwave and Hypervoxels.

Octopus

This shot comes from “Octopus.” There is a sequence of a giant octopus attacking a ship. I rigged up the arm, textured, animated, lit and rendered.

Pluto Nash

The car chase is a cut down version of a 7 minute sequence from the film “Pluto Nash.” This was a long project and I was involved in most areas of the sequence working within a team. I rebuilt and added detail to the red & grey Winebago vehicle from a scanned miniature, textured it and added the headlight effects etc. I animated around a third of the shots in the sequence. I worked on the developing and rendering out the various passes used to create the final composite, for example interactive lighting and reflection passes.

PitchBlack

I provided lens flare, planet, debris and smoke effects for a number of establishing shots throughout the film. These shots are a mixture of Lightwave and 3dsmax.

Skiff escaping “PitchBlack” planet. Skiff model build, working from blue prints to match full scale set mockup. Texturing and surface effects. Animation of shots. Scene lighting and trail effects. Test comps and final rendered elements.
Software: Skiff Shot - 3dsmax for animation, Lightwave for model, lighting, effects and rendering.

Bond 007: The world is not enough

Examples taken from a 65 shot Pipeline (bomb) sequence.
I built and textured digital replicas of the “PIGS” (The rigs that Bond fly’s along on.) These models were used for the full CG shots and digital additions. In the first of the sparks shots the “PIG” behind Bond is a CG addition. Shadow and interactive lighting passes were created for the digital and physical tunnel utilizing the digital models. Scene setup and lighting. I animated approximately a third of the shots in the sequence. I created CG sparks and interactive lighting for the screwdriver breaking against the wall. The final “jumping off” shot involved a digital set extension and the addition of CG lights and shadows. Created final rendered passes and test composites. I was also involved in the initial RnD.

Lost in Space

I was one of the core team who produced the opening 60 shot Bubble Fighter sequence. Involved initially in the development of an animatic of the complete sequence. The animatic helped shape the sequence and was used for ref for the live action shoot of the actors. I designed and built and the CG Hyper-Gate (see opening shot) including texturing and lighting in a team of three. I Built and textured the Sedition Raider (firing craft.)

1) Animation of pull back though Hyper-Gate, lighting and rendering.
2) Sedition Raider fires. Animation, lighting and rendering, laser blast effect.
3) Freighter attacked. Designed and built buildings, texturing. Sedition animation,        interactive lighting.
4) Rescue craft (Pugs) launch doors open. Design of craft, doors and mechanism. Animation of shot, texturing, lighting and rendering.

I created lighting and scene setups for many additional shots. I also worked on multiply 3D package integration, test comps, render management and effects animation.

Software: 90% of animation in 3dsmax. Hypergate is a Lightwave model and render. Sedition Raider was built in 3dsmax, Lightwave and Rhino, texturing with Photoshop.

3D Mustang

I built, textured, animated, lit and rendered the car. This was a global illumination and reflection test. I composited the digital car into a still image I took in the carpark. Flat shaded model turntable.