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SOLO: A STAR WARS STORY
- Replaced plate speeder with full-cg, matching look, lighting, highlights, levels to original plate
- Used thruster setup and adjusted to shot, for proper values and colours
- Created interactive lights on fx
- Animated camera shake to go with action
- Lens schmutz & heat distortion |
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GUARDIANS OF THE GALAXY, VOL. 2
- Replaced plate completely, except for character’s upper body
- Matched overall levels in CG broken ship & character to original plate, adding extra flashing and light interactivity
- Integration of 3d environment & fx with 2d elements, to provide a more chaotic look while still maintaining focus on characters
- Animated camera shake to go with action |
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THE HUNTSMAN: WINTER'S WAR
- Integration of live action plate (on screen left) with CG environment (upper left & screen right)
- Atmospheric enhancements to add pockets of light and depth to snow fx
- Comp enhancements using projections and AOV’s to re-colour, enhance & re-texturize castle rooftops & snow banks
- Integration of 2d atmos elements |
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THE HUNTSMAN: WINTER'S WAR
- Projection mapping of matte painting on screen left wall onto lidar geometry to enhance plate, adding more snow and textures
- Integration of BG matte painting & tracking in still frame of castle in multiple layers to create a bit of parallax throughout shot
- Added shaft of light into atmospherics to integrate better with rest of sequence
- Texture enhancements to castle roof |
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ALADDIN (2019)
- Integration of full CG environment, colour grading and adding depth hazing, to match sequence
- Placed 2d birds & smoke elements in cards all over environment to add depth to fly-through
- Plate characters re-projected onto bubble geo to repo them into shot, fully re-lighting them to put into environment look, adding hand painted shadows & warping parts to sit them better onto CG carpet
- full shot rotation to add more action to shot |
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ALADDIN (2019)
- Full CG shot
- Integration of background crowds into environment, including blending shadows and adding colour variations
- Animated shot defocus throughout
- Colour balance overall to match lamp to surrounding shots
- Added bling and shine glow to lamp highlights, animated pings to follow action in slow motion look |
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BLACK PANTHER
- Full CG environment
- Added highlight glow to add more photorealistic look to highlights and provide proper levels for sunlight
- Added sun flare
- Distortion to water for movement
- Re-projected throne room window spec for more focus on that area of shot
- Colour adjustments to certain parts of city to add variations |
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BLACK PANTHER
- Full integration of all characters on BG, which were all separate plates, keyed & roto’d out. I animated cards in 3D space to put them in and match to their walking movements, these were given to animation for panther integration. Each has their own colour grading to match them to each other and to sequence look, some with animated shadows from trees and bushes
- FG plate re-lighting to integrate him into environment |
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ONLY THE BRAVE
- Integration of city environment to BG, with only roto and keying techniques to keep the FG plate and fully detailed tree edges intact (no blue screen)
- Added smoke setup from sequence to BG, adjusting for shot specific needs, like mountain edges, fire lines, and colour blending with plate sky to put in proper depth cues
- Added haze to BG to add to smoke feel |
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SOLO: A STAR WARS STORY
- Integration of CG environments, with colour grading to match sequence look
- Added CG reflections to speeder chasis & windows
- Warped window edges to give it a photo-real refracting look
- 2d elements for atmospherics in proper 3D space for depth cues and movement
- Camera shake for road high-frequency bump look |
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PACIFIC RIM
- CG creature & matte painting BG integration into live action plate
- Integration of FX and 2d elements for debris and dust from creature movements
- Seamless plate wall extension with CG
- Created reflections of BG & creature in puddles on ground
- Overall colour grading to match sequence |
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GUARDIANS OF THE GALAXY, VOL. 2
- Animated exposure on plate as it looks in and out of ship to give it the photo-real look of a lens adjusting to drastic light changes
- Seamless blend of CG damaged ship edges to plate
- Added CG reflections and environment interactive lights to plate pieces
- replaced metal coil in plate with CG
- Animated flickering lights, sparks and interactive lights from these throughout shot |
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THOR: RAGNAROK
- Used Nuke template setup for stadium lights, animating movement, intensity, and passing setup off to environments for moving lights to match on ground and stands
- AOV work to add highlights on crowd from animated lights
- FX integration to add atmos throughout
- Colour variation on crowds
- Overall colour grading to blend lighting & environments on arena floor seamlessly |
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THOR: RAGNAROK
- Full-CG shots
- Used Nuke template setup for stadium lights, animating movement, intensity, and colours
- Shadow work from Thor’s punches onto Hulk
- Lens flares to match sequence
- Skin colour adjustments for more realistic look |
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STAR TREK BEYOND
- Created look for thrusters for this one-off shot, where there was no setup in place for FX passes available, based on reference and VFX Supervisor guidance on what they were looking for
- Created interactive lights and flaring look over ship
- Added depth hazing to BG environment
- Animated camera shake for motion |
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ABRAHAM LINCOLN: VAMPIRE HUNTER
- Full Stereo comp work
- Re-projected plate to match CG train world position, using only actor & front face of train cabin from original plate
- Rest of shot is all CG environment
- Integration of FX plume, embers
- Train headlight created using plate texture & comp work to have it illuminate atmospherics in 3d space
- Flare & lens schmutz set up to work in stereo |
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JURASSIC WORLD
- Integration of CG creature into plate
- Seamless blend of CG vines into plate BG
- Recreated extra fire vines from CG elements to add more in BG
- Added 2d smoke & ember elements to overall shot |
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THE MAZE RUNNER
- Created look for BG atmospheric levels in this view of the maze, by adding 2d elements throughout shot using cards and depth cues
- Carried look through several similar shots in sequence
- Added nuke particles for bugs in environment |
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TRON: LEGACY
- Recreated shot from scratch, which was done for trailer at different facility
- Heavy colour grading on CG extension of street, side buildings, second floor of Flynn’s building and city BG to integrate into plate, including matching light intensity, glow/aberrations, puddle reflectivity & depth hazing |
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SOLO: A STAR WARS STORY
- Pushed depth cues to create a better sense of distance, using depth hazing, strategically placed 2d elements, re-lighting of CG & FX, and re-balancing of 3d dust & debris in deep for better read of stacking and shapes of crumbling walls
- Animated camera shake for better sense of movement and chaos |
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ALADDIN (2019)
- Created look for BG, blending properly the light from the sun which bleeds into the ocean reflections to have a better looking horizon, which was then sent to a different vendor for compositing rest of sequence
- BG was originally still frame, created distortion maps for water ripple look, also adding an overall 2d plate element of an ocean to get a proper movement in water
- Killed hard highlights on chair to create bird’s shadow using keying and grading techniques |
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ALADDIN (2019)
- Overall colour grading of BG to put in line with rest of sequence look
- Depth hazing to create a sense of proper distance and space
- Added 2d elements of smoke, dust and birds to BG to add life to environment
- Comp replacement of balcony wall, projecting onto a cylinder, to remove extra in-camera shadows from camera/light fixtures
- Re-lighting of main character to fit into environment and match overall sequence |
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JURASSIC WORLD
- Several plates were mixed and matched to create the BG, including farBG matte painting
- Main kid actors were completely separate plate, as were FG runners and falling MG people, each on their own plate and tracked in, all colour graded individually, with painted in motion blur & shadows
- Heavy CG, FX and plate integration of flying creature to match with explosions and break-apart pieces captured in camera |
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GUARDIANS OF THE GALAXY, VOL. 2
- Look development of glowing ash coming out of ship, using various percentage and age passes to create variation of colour and brightness intensity, glow differences and emission levels
- Colour grading exterior of ship to have a more brushed rusty metal, damaged look, and photo-real light look
- Added monitor screen images inside ship in true depth in 3d space
- Created ash reflections on curved glass |
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