Compositing

Gonzo Girl

In this shot I was in charge of creating a trippy effect on the wall. I first painted everything out except the wall. I took a 3d card in nuke and placed the image inside it. I then used the warp tool to then warp the 3d card to create the effect. I then places the foreground back into place.

I then was in charge of leading and supervising 7 other shots in the sequence a like.

Omni Loop

In this shot I was in charge of comping a nose bleed. I first used keen tools to create the track. Next I brought in Action VFX blood drip into the shot. I color graded the blood to fit the scene and directors liking. I then used a grid warp to help the blood match the face shape.

I was then in charge of leading and supervising 8 other noise bleed shots.

Hide Behind

In this shot I was in charge of comping this scene. I had to paint out the flag, lights, tracking markers. To paint out the flag I used a 3d card and then painted the forest over the card. I then had to add snow into the scene. To do this I used color grading tools to change the color from brown to a strong white, snow like color. Then using rotos I brought the trees and actress back over the snow.

I was in then in charge of comping the tree monster into the scene. the monster was created by Chicken Bone studio. When I received it the render did not match the new push in but do to deadline we could not go back to CG. So using animated transforms I place the cg into correct place. I then intergraded the monster into the scene. Next I used animated grade node to create a transition, to make the monster blender into the tree..

Hide Behind

In this shot I was in charge of comping eyes into the practical monster. I first used a 2d track to track the movement. Next I brought in the 2d eyes provided from the client. I then color graded the eyes to match the scene.

Golden Calf

I made the environment in Unreal using mega scans, atmospheric fog, and UDS for lighting.I then layout the camera animation according to the storyboard. The fireflies were made using Niagara simulation in Unreal. Next I color corrected the scene in nuke to a more grey silhouette to the clients liking. I composited the stop motion creatures in by using deep compositing and keyed mattes.

A Desert

In this shot I was in charge of compositing a bloody mouth with subtle drips coming out. we had an artist do a matchamation on the head. then had a fx artist complex the blood drips. I then took the blood and add it in. I used color grading, motion blur, and a bokeh to integrate it into the scene. I then color corrected the inner lips to have a blood like look.

Who Am I (My Film)

this shot is shot 2 of my personal film. I used real time tracking system while filming, to create a perfect match move. I then took the matchmove camera into unreal with a scan. match your environment to the correct scale and perspective. I then used unreal reader to import it into nuke. I then removed the green screen the plate. Color graded the plate and the cg world to blend both together. I then used a light pass to brighten the scene and to integrate it into the plate. Lastly I then color graded the hands to bring the look of blood back in.

Gonzo Girl

In this shot I was in charge of comping a burning tree. I First got together with the cg and fx team to create a plan of attack. We first had the Matchmove Supervisor tackle the match move. then The cg team and fx artist created the burning tree.

I first Painted out the light bar. Then I brought in the tree and integrated it into the scene. I then brought the fire and smoke in. Using color grading and multiple layers to integrate both the fire and smoke into the scene. I then painted the flare back over the tree. Next I had to replace the tv screen and add the tree reflections into the windows. I used a keyer to bring the actors back over the tv scene.

I then was in charge of leading and supervising 1 other tree shot and 1 fire extinguisher fx shot.

Omni Loop

This shot I had to take over last minute. As a team we were struggling to get the woman painted out. So the day of the deadline I took the shot over and got the Lady painted out. I used time mutiple time warps, Rotos, Roto painting, and 2d tracking to help get her painted out.

Hide Behind

In this shot I was in charge of comping 2d  claw  marks onto a tree. It was a night scene with the actress shining the light on the tree. I first removed the trackers after tracking them. Then adding the element into the shot I used transform tools to create 4 claws from asset I color corrected the asset to match exactly what the tree looked like. I then re-matted the light to go back on top of the claws

Devotee

In this shot I was in charge of creating a realistic/believable cut. I was the vfx supervisor on set so I had some imput how it was shot. I was also able to take a picture of the prospect cut used for the rest of the film. I first used a vector distort to help distort the cut onto the hand. I place the cut into position and then used a Roto and color grading to fit the scene. The Roto was animated to help the cut appear. I used an animated grid warp to help enhance the distortion. using the same grid warp to warp the hand over the knife. This was to help the knife fell like it was sinking into the skin. using the grid warp I also animated it more to make the skin loosen up during the cut. I then used a Roto to paint out the blood pouch on top.

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Water

In this shot I was in charge of creating and composing a tear drop onto the actors face. I went in Houdini to create the tear. I used a match amation from another artist to match the movement and shape of the head. I then used the shot to refracted through the water. Next I brought the tear into nuke to the integrate into the scene.

This was my first ever 3d composite back in 2021. I first did a 3d track on the shot in nuke, then took it into Maya. I placed the tank into the scene. textured and lighted the tank in Maya then rendered out using Arnold. I then used the render passes to composite the tank in. for the rain I used the nuke particle system. For the rest of the assets. I used assets from footage crate and placed them inside 2d Cards. I then color graded them to fit into the scene.