my diamond-shape logo; quite minimalisitic. Liam Collod
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.
A screenshot of the Mari software interface.
Breakdown of the cathedral texturing in Mari. How I manage to get non-tilling color variations on the bricks (with Extension Pack plugin).
A screenshot of the Maya software interface with all the hundred of UDIM tiles.
Near final cathedral UVs. This was lot of fun hahahahahaha
A render of an autumnal forest from above. There's a lot of scattered leave all around.
Some 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)

calendar-month

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).

You can watch the full short-movie on YouTube here.

As a bonus you can also check the collection of shitposting we did during the production.

Software

Katana Redshift Mari Substance-Designer Maya Nuke