SH003A - responsible for lighting and compositing.SH011A - responsible for lighting and compositing.SH086,90,92 - responsible for lighting, compositing and environment instancing.SH103A - responsible for set-assembly, lighting and compositing. This was a very tricky shot with a lot of cheating. It was rendered as a single frame and I had to give the illusion of movement in comp.cathedral - responsible for UVs, texturing and lookdev.cathedral - responsible for UVs, texturing and lookdev.Breakdown of the cathedral texturing in Mari. How I manage to get non-tilling color variations on the bricks (with Extension Pack plugin).Near final cathedral UVs. This was lot of fun hahahahahahaSome Katana instancing done for the forest sequence. The instancing was coming from Houdini and I had to assemble it back in Katana.SH080A - responsible for some set surfacing and supervision.gate - responsible for UVs, texturing and lookdev.tableCircle - responsible for all aspects.wheatBucket - responsible for UVs, texturing and lookdev.Executioner - responsible for UVs, texturing and lookdev.Results of using my Mari procedural texturing template I created for all the houses.placehouse03 - responsible for UVs, texturing and lookdev.An overview of the Mari texturing template for the houses.An overview of the Katana shot lighting template I made.
Witches (2021)
Witches is the second animated shot-movie project I worked on at CpasDec.
CpasDec was the temporary association we created with a bunch of school team-mates
to collaborate with Stim studio on the creation of 3 short-movies in one year.
This was the longest project and as such the one where we had the most polished images.
The production was especially interesting considering we had access to Katana for
assembly, lookdev and lighting. Katana was kind of scary because of the amount of support
it required to have a usable workflow, but I think ended up really making the whole
project a lot smoother.
The full software stack was:
Maya: modeling, animation, layout
XGen: grooming
Mari: texturing
Substance Painter: less important texturing
Houdini: fx
Katana: lookdev, lighting
Redshift: render-engine
Nuke: compositing
Davinci Resolve: grading
I was personally responsible for:
set surfacing supervision, set surfacing, tertiary characters surfacing.
shot lighting and compositing
misceleanous TD tasks (day-to-day scripting, some tools, Katana templates).