Content

Spirit Project

August 2017

Please visit spiritshort.blogspot.com for updates on the project.

Spirit is an animated short film inspired by the real life Mars rover. It's a reimagining of the rover's adventures on Mars as he drills for water. At times clumsy, prone to mishaps and hindered by setbacks, Spirit is undeterred in his quest on the red planet. It's a story of exploration and marvel for a strange new world, through the lens of a determined little rover that lives up to his namesake.



I designed the character with key features from the original robot, but some of it is very much inspired by Wall-E, my favorite film.





It's slow progress as I'm working alone, but I love the character, cute little Spirit that he is, and I hope to share his story with you one day.

Maya | Redshift | RenderMan | Nuke


Benesse House

November 2016



I first came across Alex Roman's art while studying in school, and have ever since aspired to achieve his level of aestheticism. His film "The Third and the Seventh" is what inspired me to start incorporating textural realism and camera phenomenon into my work.



My interpretation of Benesse House is a homage to his art, and a humble attempt to recreate a piece. It was modeled, textured, and lit in Maya and Vray, and composited in Nuke.

It is nowhere near his quality of work, but in the process, I learned the importance of lens distortions, glares, and chromatic aberrations to mimic real world lenses. They are minute subtleties, but plays an immense role in creating a cohesive piece.





Maya | Vray | Photoshop | Nuke


Digital Emily

July 2017



During a little reprieve at work, I decided to play around with RenderMan. I especially wanted to try the new path-tracing sss model that shipped with RIS 21.5.



Digital Emily is a human scan project created by members of the Digital Human League. They have provided an archive of the scanned models and texture assets online. I used the Emily head model and textures to attempt a look dev in RenderMan.





Comparison of the Burley-Normalized sss model with the new non-exponential path tracing. The path tracing method retains more detail sharpness, most evident around the eyes and mouth. The skin looks less gummy overall, which is a problem I've always struggled with in the past. I can't wait to experiment more in the future.

RenderMan | Maya