I am a Lead Modeller and Texture Artist with experience in films and video games. This is my visual effects modelling and texturing showreel. Please scroll down for stills from my showreel and an explanation of my role on each project.
Filmography:
Film: Avengers: Infinity War
Role: Lead Texture Artist
Responsibilities: Led texture team. All Iron Man, Black Dwarf and Iron Spider textures.
I led the texturing team, whose assets included spaceships, environments and many weapons and props.
Iron Man's character design was highly fluid throughout the show. As I was on the project throughout the initial concept design phase, I used a procedural texturing workflow in order to allow for dozens of model and lookdev iterations.
The original Black Dwarf design was developed as an unclothed alligator-type creature with crystalline stone accented skin. This required using Mari to create multiple multi-channel bump and roughness maps to split out variations in the skin surface quality for lookdev, ranging from pore-level detail wrinkles to the large-scale crystalline stone. The second iteration of the character design changed to a more civilised look which added leather, metal and fibreglass armour. For the new costume I used Substance Painter in conjunction with high-res sculpts from modelling to create the materials, in addition to concepting the lookdev using the iRay renderer, which helped to speed up the approval process.
The first Iron Spider concept called for the metal panels to be made of a hybrid metal mesh pattern overlaid on a carbon fibre material. The brief called for the edges of the individual raised discs to have unique surface and edge scratches, so I created a tileable displacement pattern in Mari, displaced the geometry in Mudbox and used the high-res mesh to drive mask generators in Substance Painter. The final design called for a more Iron Man-like smooth metal, so hybrid metal mesh material did not make it into the final film. Throughout the Iron Spider development, I used iRay renders from Substance Painter to streamline the approval process.
Film: Dr. Strange
Role: Senior Modeller
Responsibilities: Modelled body digital doubles of the Ancient One and Kaecilius characters.
I created digital double body models of the Ancient One and Kaecilius characters to match with the extensive photo reference provided by the client. I used the photo reference in Mari to create pore and wrinkle detail texture maps as the basis for the displacement sculpting in Zbrush on the characters' faces and hands. I assisted with the costume modelling for Kaecilius, as well as some face shape cleanup for other characters.
Film: Alita: Battle Angel
Role: Lead Modeller
Responsibilities: Led character modelling team. Modelled Kinuba character.
I led the motorball character modelling team tasked with the creation of 8 complex hybrid robot/vehicle/human character models over a compressed time period. I modelled the costume (everything except the face) for the Kinuba motorballer character. Each character had a basic concept but there was a lot of freedom to redesign the mechanics so they had the flexibility to work for the creative ideas coming from the animation department. Other aspects of my role on the project included scheduling, mentoring and setting up the team's UV layout method to facilitate an iterative procedural texturing workflow.
Role: Lead Texture Artist
Responsibilities: Led texture team. All Iron Man, Black Dwarf and Iron Spider textures.
I led the texturing team, whose assets included spaceships, environments and many weapons and props.
Iron Man's character design was highly fluid throughout the show. As I was on the project throughout the initial concept design phase, I used a procedural texturing workflow in order to allow for dozens of model and lookdev iterations.
The original Black Dwarf design was developed as an unclothed alligator-type creature with crystalline stone accented skin. This required using Mari to create multiple multi-channel bump and roughness maps to split out variations in the skin surface quality for lookdev, ranging from pore-level detail wrinkles to the large-scale crystalline stone. The second iteration of the character design changed to a more civilised look which added leather, metal and fibreglass armour. For the new costume I used Substance Painter in conjunction with high-res sculpts from modelling to create the materials, in addition to concepting the lookdev using the iRay renderer, which helped to speed up the approval process.
The first Iron Spider concept called for the metal panels to be made of a hybrid metal mesh pattern overlaid on a carbon fibre material. The brief called for the edges of the individual raised discs to have unique surface and edge scratches, so I created a tileable displacement pattern in Mari, displaced the geometry in Mudbox and used the high-res mesh to drive mask generators in Substance Painter. The final design called for a more Iron Man-like smooth metal, so hybrid metal mesh material did not make it into the final film. Throughout the Iron Spider development, I used iRay renders from Substance Painter to streamline the approval process.
Film: Dr. Strange
Role: Senior Modeller
Responsibilities: Modelled body digital doubles of the Ancient One and Kaecilius characters.
I created digital double body models of the Ancient One and Kaecilius characters to match with the extensive photo reference provided by the client. I used the photo reference in Mari to create pore and wrinkle detail texture maps as the basis for the displacement sculpting in Zbrush on the characters' faces and hands. I assisted with the costume modelling for Kaecilius, as well as some face shape cleanup for other characters.
Film: Alita: Battle Angel
Role: Lead Modeller
Responsibilities: Led character modelling team. Modelled Kinuba character.
I led the motorball character modelling team tasked with the creation of 8 complex hybrid robot/vehicle/human character models over a compressed time period. I modelled the costume (everything except the face) for the Kinuba motorballer character. Each character had a basic concept but there was a lot of freedom to redesign the mechanics so they had the flexibility to work for the creative ideas coming from the animation department. Other aspects of my role on the project included scheduling, mentoring and setting up the team's UV layout method to facilitate an iterative procedural texturing workflow.
Film: Star Wars: The Force Awakens
Role: Lead Texture Artist
Responsibilities: Maz textures, R2D2 head replacement and set extension modelling.
For Maz, I created all the textures (including Mari lookdev on the goggles) and UVs with the exception of the belt and jewellery, as well as, modelled and sculpted displacement for the boots.
I modelled, textured and Mari lookdeved the R2D2 head replacement. For a Star Destroyer set I modelled the window frames and did layout and modelling for the exterior environment.
Role: Lead Modeller
Responsibilities: Character and cloth modelling supervisorSupervised the creation of 50 character models (each with 3 levels of detail) to populate sequences in Philadelphia, New Jersey, Korea and on an aircraft carrier. Each character had its own nCloth simmed costume and a range of facial expressions.
Set standards and guidelines for the external studio creating cloth assets to be simulated within Cinesite's nCloth pipeline.
Supervised the modelling of 6 bespoke hero digi-doubles meant to intercut with the live-action actors.
Toward the end of the project shifted focus to cloth texturing and model finalling.
Title: Star Wars: The Force Unleashed
Role: Senior Artist
Responsibilities: Modelled, sculpted and textured Bull Rancor
Worked as a Senior Artist at Lucasarts for seven years. My experience included both real-time and high-resolution modelling and texturing of characters, creatures, vehicles, buildings, props and environments.
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