Sphere work

I was brought in to prototype UE lookdev, lighting, and environment design for a Sphere project to develop a faster rendering alternative for a large-scale, fully CG exterior scene featuring overlapping cloth simulations. The sequencer renders were then stitched in Nuke and upscaled in Topaz AI. Our goal was to achieve real-time look fidelity on our cloth materials comparable to offline C4D renders, and to add in atmospherics. I created variations of SSS Cloth materials, lighting and atmosphere with the environmental light mixer, exponential height fog and directional light; and optimized our geometry for faster rendering.  In the end the client approved the initial submission, so the C4D version was the one that reached final debut, but I was proud to have recreated the quality offline rendering in UE for a fraction of the rendering time, and work on rendering and compositing a project at such unique, enormous scale.

D23: Infinity Defense and Stark Flight Lab Debut CG

During my internship at Cantina Creative, we collaborated with Disney's Imagineering team to create Tony Stark's hologram renderings of the upcoming attraction "Stark Flight Lab" as well a series of keep-alive animations featuring Imagineering's concept art.

During this project, I began with the LookDev, layout, and partial modeling of the people and plant assets in C4D and composited in AE. Making sure each serves narrative and aesthetic purpose, while not distracting from the featured attraction. I then moved on to contributing partial modeling, rigging and animation of the robot arms.

For the animation, I focused on making the robots look like they are alive and interacting with each other and the audience, then bowing and swan-diving into formation to begin the ride. I then contributed to a preview of the attraction's motion, working hard to create exhilarating, smooth motion.

Finally, I worked on concept art paint-overs in Photoshop, to hide elements for the reveal and parallax animations in our keep-alives.