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2015 Demo Reel

Demo Reel which consists of work for the Commercial and Feature Film Industries as a Houdini Fx Artist, Technical Director, Cg Supervisor, Lighting Supervisor, and 3d Generalist.

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breakdowns_clashA_v001

Project:
Clash of Clans: Christmas 2014 Campaign (Psyop)

Role:
Houdini Fx
Technical Director
Pipeline Devleopment

Software:
houdinipythonmayaarnoldnuke

Shot Breakdown:
A. Houdini grass fracture animation.

B. Houdini garden/vegetation system look and technical development, including the grass, flowers, and other misc plants. Development of Houdini scatter tools that were used to replicate all of the instancing and “Clash Garden”.  Otl and Python development for shot replication, along with a built in maya exporter using Arnold Scene Source (Ass) files.  Maya/Arnold texture/shader look development for the garden system.

C. Houdini/Maya Lighting tool development for getting maya lighting information into Houdini with a “1-Click Lighting Solution” for the fx artists to convert the Arnold/Maya lighting scenes into a Mantra/Houdini lighting scene.

D. Houdini geometry animation to Maya research and development using Arnold Scene Source (Ass) files and Python.

E. Houdini bg bomb trail and explosion animation and rendering with Mantra.

F. Houdini bg leaf particle animation.

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breakdowns_qatar_v001

Project:
Qatar: Passion Drives Us All (Wolf & Crow)

Role:
CG Supervisor

Software:
houdinipythonmayavraynuke

Shot Breakdown:
A. Supervised a 40+ artist team from asset creation, tracking, animation, lighting, fx and final compositing.

B. Rapid creation of Pipeline tools including an Asset Manager, Animation Cacheing, Lighting/Rendering Pipeline, suite of Multi Pass Compositing tools and Shotgun Integration.

C. Particle animation instancing research and development.

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breakdowns_greenLantern_v001

Project:
Green Lantern (Pixomondo)

Role:
3d Generalist

Software:
maxvraynuke

Shot Breakdown:
A. Lighting

B. Misc technical fixes/support.

C. Nuke pre compositing.

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breakdowns_pepsi_v001

Project:
Pepsi: Grammy Awards Campaign (Psyop)

Role:
Houdini Fx

Software:
houdininuke

Shot Breakdown:
A. Houdini Particle Animation and Rendering.

B. Final particle compositing.

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breakdowns_droid_v001

Project:
Verizon: Droid DNA (Psyop)

Role:
Technical Director
3d Generalist
Compositing

Software:
houdinipythonmayavraynuke

Shot Breakdown:
A. Texturing/Shading/Lighting/Compositing Look Development.

B. Research and development for the electric fx getting from fx to lighting using Houdini and Python.

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breakdowns_clashSpring_v001

Project:

Clash of Clans: Spring 2015 Campaign (Psyop)

Role:
Houdini Fx
Technical Director
Pipeline Devleopment

Software:
houdinipythonmayaarnoldnuke

Shot Breakdown:
A. Houdini ground explosion rigid bodies, particle animation, and fluid simulation.

B. Houdini otl development for the ground impact effect for shot replication.

C. Houdini garden/vegetation system look and technical development, including the grass, flowers, and other misc plants. Development of Houdini scatter tools that were used to replicate all of the instancing and “Clash Garden”.  Otl and Python development for shot replication, along with a built in maya exporter using Arnold Scene Source (Ass) files.  Maya/Arnold texture/shader look development for the garden system.

D. Houdini/Maya Lighting tool development for getting maya lighting information into Houdini with a “1-Click Lighting Solution” for the fx artists to convert the Arnold/Maya lighting scenes into a Mantra/Houdini lighting scene.

E. Houdini geometry animation to Maya research and development using Arnold Scene Source (Ass) files and Python.

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breakdowns_recore_v001

Project:
Xbox: Recore (Psyop)

Role:
Houdini Fx
Technical Director
Pipeline Devleopment
Texturing/Shading Look Development

Software:
houdinipythonmayaarnoldnuke

Shot Breakdown:
A. Houdini Sand/Ground Debris clumping and scatter system.

B. Houdini Otl hair system research and development.

C. Houdini hair simulation setup.

D. Maya/Arnold hair shading.

E. Maya/Arnold texturing/shading/lighting look development for the environment.

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breakdowns_sunsetOverdrive_v001

Project:
Xbox: Sunset Overdrive (Psyop)

Role:
Technical Director
Lighting Supervisor
Compositing

Software:
pythonmayavraynuke

Shot Breakdown:
A. Python/Maya/Nuke tool development including animation caching, shot directory management, misc nuke gizmos for a superior multi pass workflow, and misc lighting setup tools including a “1-Click” initial lighting scene file setup.

B. Supervised the technical process for the lighting team, setup workflows, and worked with the Head of Cg and Producer to meat project deadlines.

C. Lighting and Compositing.

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breakdowns_planters_v001

Project:
Planters: The Team (Psyop)

Role:
Technical Director
Lighting Supervisor
Pipeline Development

Software:
pythonmayaarnoldnuke

Shot Breakdown:
A. Research and development for Maya/Arnold/Nuke with Python including a Maya Material Management system used to assign shaders/render stats to geometry cacheing in the scene assembly stage.

B. Supervised the the lighting team, setup scene assembly workflows and misc tool development for shot setup.

C. Final Lighting and Compositing.

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breakdowns_samsung_v001

Project:
Samsung: Galaxy 11 “The Match” (Psyop)

Role:
Technical Director
Lighting Supervisor
Pipeline Development

Software:
pythonmayaarnoldnuke

Shot Breakdown:
A. Pipeline development including a Maya/Arnold scene assembly workflow for managing large scale assets and rapid scene assembly, including a “render rig” which lighters as a Arnold Render Globals replacement which took the majority of the render management out of the lighting phase. Automatic matte creation tools and Aov management. Look Development publishing tools including sanity checks for asset quality control.

B. Supervised the Look Development and Lighting process.

C. Character and Environment texture/shader/look development for the players and aliens. Skin/Hair shader development.

D. Worked with modeling, animation, fx and compositing to establish workflows that would stabilize the technical process for the entire team.

E. Research and development for the hair workflows.

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breakdowns_crocs_v001

Project:
Crocs: Find Your Fun Campaign (Psyop)

Role:
Houdini Fx
Technical Director
Look Development/Lighting

Software:
houdinipythonspeedtreemayaarnoldnuke

Shot Breakdown:
A. Houdini wire system.

B. Houdini scatter tool development and replication for the island vegetation.

C. Speed tree asset development and simulation.

D. Maya/Arnold shading for the vegetation assets.

E. Research and development using Python for asset/location data management between Houdini/Maya for the vegetation system.

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breakdowns_clashSuperblow_v001

Project:
Clash of Clans: Superbowl 2015 Campaign (Psyop)

Role:
Houdini Fx
Technical Director

Software:
houdinipythonmayaarnoldnuke

Shot Breakdown:
A. Houdini rigid bodies, fluid simulation, and particle animation for the wall explosion.

B. Houdini rigid bodies, fluid simulation, and particle animation for the cannon explosion.

C. Houdini garden/vegetation system look and technical development, including the grass, flowers, and other misc plants. Development of Houdini scatter tools that were used to replicate all of the instancing and “Clash Garden”.  Otl and Python development for shot replication, along with a built in maya exporter using Arnold Scene Source (Ass) files.  Maya/Arnold texture/shader look development for the garden system.

D. Houdini/Maya Lighting tool development for getting maya lighting information into Houdini with a “1-Click Lighting Solution” for the fx artists to convert the Arnold/Maya lighting scenes into a Mantra/Houdini lighting scene.

E. Houdini geometry animation to Maya research and development using Arnold Scene Source (Ass) files and Python.

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breakdowns_jounrey_v001

Project:
Journey to the Center of the Earth 2 (Pixomondo)

Role:
3d Generalist

Software:
maxvraynuke

Shot Breakdown:
A. Research and development for the water caustics fx, a system that was developed using a combination of V-Ray utility passes to create the caustics fx 100% in Nuke.

B. Environment Lighting/Look Development.

C. Lighting

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breakdowns_cricket_v001

Project:
Cricket: Spring Campaign (Psyop)

Role:
Houdini Fx
Technical Director

Software:
houdinipython

Shot Breakdown:
A. Houdini Wire Simulation.

B. Houdini Hair research and development. Otl/Python Development for the hair styling tools and Houdini to Maya hair workflows using Arnold.

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breakdowns_toyota_v001

Project:
Toyota: Positive Driving (Psyop)

Role:
CG Supervisor
Technical Director

Software:
pythonmayavraynuke

Shot Breakdown:
A. Supervised the 3d team from asset creation, animation, fx, and lighting.

B. Developed tools for the lighting scene assembly process for Maya/Vray.

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breakdowns_coke_v001

Project:
Coca-Cola: Happiness Factory Animated Short (Psyop)

Role:
Look Development/Lighting

Software:
mayamentalray

Shot Breakdown:

A. Look Development, Lighting, and Scene Assembly using Maya, Mental Ray.

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