|
|
|
Feature Films: Lighting Technical Director |
|
|
|
"Spider-Man: Homecoming " - Senior Lighting TD, Sony Imageworks, Vancouver:
- Shot lighting on the beach plane crash and destruction sequence.
|
|
|
|
"Smurfs: The Lost village" - Senior Lighting TD, Sony Imageworks, Vancouver:
- Key Shot lighting, Sequence light rig setups and compositing setups, shot lighting and compositing.
|
|
|
|
"Suicide Squad" - Senior Lighting TD, Sony Imageworks, Vancouver:
- Shot lighting and look development.
|
|
|
|
"Ted 2" - Senior Lighting TD, Iloura, Melbourne:
- Shot lighting and compositing of digital Ted character,
- Created light rigs and shot lighting through compositing solutions.
|
|
|
|
"The Hobbit: The Battle of the Five Armies" - Lighting TD, Weta Digital, Wellington:
- Shot lighting of Creatures, Digi Doubles and Environments: Bart Cart Seq. and Erabor Battle Seq.
|
|
|
|
"Dawn of The Planet of the Apes" - Lighting TD, Weta Digital, Wellington:
- Shot lighting of Apes,Bear and Environments.
|
|
|
|
"The Hobbit: The Desolation of Smaug" - Lighting TD, Weta Digital, Wellington:
- Shot lighting of Creatures, Digi Doubles and Environments: Mirkwood Spiders Seq. and Laketown Seq.
|
|
|
|
"I, Frankenstein" - Senior Lighting TD, Iloura, Melbourne:
- Shot lighting of Creatures and Environments.
- Provided technical support, optimize workflows, problem solve, created tools using python for the lighting team.
- Created light rigs and custom hdris for nighttime city lighting.
- Modeled, textured and look developed assets.
|
|
|
|
"Skyfall" - Lead Lighting TD, Double Negative, London:
- Lead lighting & look development on the Tunnel sequence.
- Provided technical support, optimize workflows and problem solve for different sequences.
- Created light rig setup and workflow for the CG tunnel and train for fast turn arounds.
- Shot lighting of CG tunnel, train, set interiors and digital doubles.
- Modeled, textured and look developed assets.
|
|
|
|
"Total Recall" - Lighting TD, Double Negative, London:
- Shot lighting of full CG environment and cars on the Car Chase sequence.
- CG Layout extensions.
|
|
|
|
"The Dark Knight Rises" - Lead Lighting TD, Double Negative, London:
- Lead lighting & look development on the stadium sequence.
- Trouble shoot, manage and support a team of TDs for: concept, modeling, texturing, lookdev, DMP and lighting.
- Shot lighting of the stadium and destruction.
- Created light rigs and texture grading setups for the CG field for the sequence.
- Concept, modeled, textured and look developed assets.
|
|
|
|
"John Carter" - Lighting TD, Double Negative, London:
- Shot lighting of hero characters, crowds and water FX.
- Look development for CG water, created a compositing setup based on custom made AOVs for water integration.
|
|
|
|
"Harry Potter And The Deathly Hallows Part 2" - Lighting TD, Double Negative, London:
- Shot lighting of environment landscapes and Hogwarts castle, dusk and night time.
- Texture and look developed assets.
- Created foreground Matte painting for the stone bridge.
|
|
|
|
|
Sculpture |
Maya, Zbrush, Mubox, Digital Fusion |
|
|
|
Bill Murray |
Maya, Zbrush, Mudbox, Vray, Nuke |
|
|
Aminah Shuttle |
Maya, Vray, Nuke |
|
|
YES Dinosaurs |
Maya, Zbrush |
|
|
Old Malaysian Woman |
Maya, Zbrush |
|
|
Roe Young and Old |
Maya, Zbrush |
|
|
Pelephone Toys |
Maya, Final Render |
|
|
|
Commercial for Pelephone done by studio Broadcast. I modeled and light the flying toys. I also helped to develop the shader/look-dev along with Yaniv Gorali and Yotam Natan. Textures were done by Yotam. Rig, Animation and Simulation were done by Yaniv. We used Final render to render this.
For this project I created a Modular light Rig/System in Maya along with Yaniv which is basically a broken up HDR sphere that supplies specific individual lighting, reflections, refractions to the entire shot. It is made up from different data elements (both 32bit images and procedural nodes in maya) that can interactivly change per shot.The HDR final result is created in Maya using math nodes combining projected 32bit data of ground,skys, different suns, sun flare(to fake reflection flare on the glass) as well as ramps and overrides to control intensity/position per element. This allowed interactive control(placement ,color, intensity, visibility, gobos) for everything inside maya per Illumination, Reflection and Refraction for each shot without editing the HDRIs in an outside application. It gave us very fast shot lighting turnaround as well as to be able to get the glass reflections/refractions looking just like we wanted without modifying the shader/HDRI for the whole shot.
|
|
|
|
|
Pelephone Snow |
Maya, Final Render |
|
|
Pelephone Train |
Maya, Vray |
|
|
Pelephone Desert |
Maya, Vray |
|
|
Dentist |
Maya, Final Render, AfterEffects |
|
|
|
|
Dizzie, Game Art |
Maya, Zbrush, UVLayout |
|
|
Traditional Art |
Super Sculpy, Charcoal |
|
|
|