FANTASY SHOWREEL 2013 (feat: Thor, Resident Evil 4, Sucker Punch & Upside Down)

(go to my REALISTIC SHOWREEL - feat: J.Edgar, The Big Year, Scott Pilgrim vs. The World)

more shots not seen here with before & afters can be seen in their separate sections under "MATTE PAINTINGS"

OPEN BREAKDOWNS IN SEPARATE WINDOW

------------------------------------------------------------------------------------------------------------------------------------------------------------

BREAKDOWN: FANTASY SHOWREEL 2013

// Thor

skills: 2.5D/3D Matte Painting | Lighting | Projections & Camera Mapping | Pre-comping

software: Photoshop | Nuke | Maya (Renderman)

 

Opening shot:  Matte Painting projection setup within Maya. Everything with snow is a matte painting as well as some of the surfacing of the buildings to add breakup and weathering, texture etc. Modelling of the ground surface and bg. Rendered in Renderman.

 

Frost giants jumping off cliff: Matte Painted the area facing the viewer where the sun is, as well as a separate projection of the ground surface within Nuke. 

 

Fighting area sequence: These was a full surface replacement multi projection setup split between Maya and Nuke depending on the amount of geo to serve multiple shots not all seen here.

 

Final shot of the temple: Projection within Maya over surfacing to add detail and weathering, snow etc.

 

// Resident Evil 4: Afterlife 3D

skills: 2D/3D Matte Painting | Lighting | Projections & Camera Mapping | Pre-comping

software: Photoshop | Maya

 

Opening shot with the sniperview: Matte Painted projections of surrounding buildings (other than the hero buildings like centred "109". Modelled and projected within Maya.

 

Hangar opening: Projected Matte Paintings of the top of the hangar of cars, dead people and concrete etc within Maya.

 

Vehicle exiting: Matte Painting projection of everything other than the jet. Buildings modelled and projected within Maya.

 

Vehicle flying out of exit: Matte Painting projections of the street below (cars, people and other objects). As well as a projection of buildings that needed a facelift. I created a sky dome with a UV'd sky also.

 

Vehicle window shot: 10k wide matte painting of a mountain used in Nuke by the comp dept. I originally modelled the mountain with basic geo and created cards for the trees for this shot as I thought it required it but it was never used. As such it has no parallax flying into it :(

 

// Sucker Punch

skills: 2D/3D Matte Painting | Lighting | Projections & Camera Mapping

software: Photoshop | Maya

 

Created the environment surrounding the temple as well as created some touchups for the temple itself (breakup of snow and texture). Projected and modelled in Maya.

 

// Upside Down  (more shots not seen here can be viewed in it's separate section under "MATTE PAINTINGS")

skills: 2D/3D Matte Painting | Modelling & Lighting | Projections & Camera Mapping | Pre-comping

software: Photoshop | Softimage XSI | Nuke

 

This sequence of shots uses an environment setup to serve a lot of shots, featuring multiple projections and models all done within Softimage XSI. The animation of the clouds was done in After Effects then projected onto geo. The sniper shots, the blimp as well as the forest and trees in the final shot are not mine. Only there to serve the continuity of the sequence.