This work is a small fraction of my total, but I have tried to chose images which show the full range of things I am totally great at, and also enjoy doing :) I am currently a freelancer based in NYC.
DEMO REEL: I worked on these projects in the role of 3d modelling, animation, texturing/surfacing, lighting, dynamics, toon shading, Mental Ray, camera tracking/match moving, character rigging and animation, either singly or usually in combination.
Most of it is commercial work done for large brands created at NYC studios including Psyop, Transistor, Hornet, Ghost Robot, etc, or music videos for hipster bands including LCD soundsystem, Devendra Banhart, and MGMT. There is also some personal stuff done for my own benefit.
music: Sleigh Bells “crown on the ground”
A couple of shots from projects that were about problem solving and really being a generalist. As you can see in the first spot for Transistor/Hewlett Packard there’s just a lot going on, and it all resolves matching up with a live action video plate. In the Nestea spot the problem was it was supposed to be live action but the director was unhappy with the plates, so we had to make a fully photoreal shot that intercuts with live action, which was done using a lot of photos as texture maps in addition to mental ray and compositing live fluid footage into the fully CG bottle.
Due to my background in traditional art, I consider toon or handmade looking 3d to be one of my strong suits. I performed all tasks of modelling, rigging, shading, texturing, and animation on this project. Video content for a Motorola website, created for DraftFCB.
Stills from commercial video projects involving straightforward compositing of 3d with live action. Tasks performed include match-moving, lighting, animation, modelling, textures, and all character work.
I performed all tasks in this project, a short which was created in stereo 3d as a promotion for Fanatic Films. Due to technical issues at the time with maya’s fur system, the character was modelled in NURBS, as opposed to my preferred polygons.
Personal work. I performed all tasks. Poly modelling with Maya, renders with Mental Ray using Final Gather. Full interior detail as well as all mechanical systems on the real truck are modelled. I stopped short only at modelling the internals of the engine and transmission, interior detail of the doors, and other boring stuff.
Hopefully illustrating a decent grasp of facial topography. The hair is NURBS, displacements generated in Zbrush.
Modelling and surfacing created for the show Ice Road Truckers. As the show frequently uses animated sequence to illustrate the mechanical operation of the truck, the model includes many systems which are not externally visible. No commercially available models had enough detail or were of the exact specific truck they wanted, so I was comissioned to make a super detailed polygon model. For research I visited an actual semi-truck repair facility and took extensive photo documentation.
Box art for the PS2 game Gengi published by Sony. I posed and lit the characters, as well as providing rigging to pose the cloth, which was controlled dynamically in the game itself. I also re-did the surfacing to account for pre-rendered lighting.
I do environmental modelling too.. In this case the statue and the temple created for a video game demo, in addition to all the texturing in the shot. I also designed the front awning seen prominently in the screen capture.