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  • Reel 2023

    Reel comprising creature simulation work I’ve done between 2021 and 2023

    VFX work I’ve done on Film and TV series since 2021 working as a creature simulation artist in London

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    Used Machine Learning to generate images of Beirut and its people, then synced the visuals to Postcards new song ‘Bruises’

    Blender: Icelandic Environment

    Displacement and shading of the Breiðamerkurjökull glacier in Iceland, using generated maps from World Creator.

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    Blender: Megascans/Nishita Sky

    Testing some megascans in Blender cycles and the nishita sky model.

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    Blender: Procedural Eyes

    Procedural eyes shader in Blender with controls for sclera and veins, iris size, colors and bump.

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    Nuke: 3D Projection/Cleanup/Compositing

    Nuke Compositing I have done for the upcoming film “A Christmas Carol” directed by Jacqui Morris.

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    I have worked on around 50 shots.

    Tasks included:

    • Camera tracking
    • Footage cleanup
    • Rotoscoping
    • Mesh generation (for masking and cleanup)
    • Adding snow particles

    Saint Seiya

    As part of my Blender learning journey I decided to model some characters and texture them all inside Blender. It’s still a work in progress that I am working on in my free time.

    I chose Saint Seiya, my favourite anime growing up. 

    The models are based on Thiago Krening’s 2D drawings. Check his work out!

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    Discovering Blender

    I started learning blender to teach it to my Digital Design students at Wellspring Learning Community. I wanted the students to learn about open-source software and what is achievable using free applications and online communities. 

    Really impressed with Blender’s real-time render engine Eevee and these test below are part of a series of exercises for students to learn shaders and materials.

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    The spheres have an emission shader mixed with a Principled BSDF shader. The spheres are static while the ocean surface and camera are moving.

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    In the second test, the spheres are constrained to the surface of the ocean using a subdivided plane and the shrinkwrap modifier. 

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    In my last test, I just fixed the lighting and increased the resolution of the ocean surface.

    Houdini: Procedural Goo

    A basic procedural (no simulation) goo asset in Houdini. made it while I was working on a chocolate simulation project and didn’t end up using it. 

    Hip file included in the video description.

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