Project Breakdowns
Brief description of projects I've been on, which aspects I am responsible for, and my processes for each.
CG Still Life with Procedural Shaders | Responsible for All
Using VEX in Houdini's Copernicus node, I was able to create several tools that could generate customizable 2D procedural textures, such as scratched metal, tie-dyed cloth, wood, and materials for green grapes and peaches.
Each tool allows artists to easily adjust the base color, metalness, specular roughness, the frequency or interpolation of a given pattern in a texture, and all other parameters within a USD shader in Karma.
Maya, Houdini, VEX, Karma

Metal Shader + Reference

Cloth Shader + Reference

Wood Shader + Reference
CG Integration with Live Action | Responsible for All
With lighting and texturing in Arnold, I was able to integrate an identical CG object into a live-action scene. First, I photographed various plates with the mug on the right (clean plate, plate for camera match, and lighting match plate) with the lighting integration kit.
Next, I modeled, textured, and lit the mug in Arnold for Maya. Using the plates as a reference, I was able to see how the key light cast shadows, what color temperature the light was, and how the reflections hit the mug.
Once I configured the CG lighting, I composited all the render passes (beauty, cast shadows, occlusion) into the live action image to create a seamless integration in Nuke.
Maya, Nuke, Arnold


Perspective Plate
Clean Plate


White Balance Plate
Fill Light Plate

Beauty Render Pass

Cast Shadow Render Pass

Object Occlusion Render Pass

Ground Occlusion Render Pass
Wooden Toy Carousel: Procedural Animation | Responsible for All
In Houdini, I procedurally animated this toy carousel.
First, I modeled all of the various pieces of the carousel (Lever, gear, base, columns, horses, etc.)
Next, I extracted a curve from the base of the carousel and animated a single point along it by using an expression with a carve node.
I copied the columns with the horses along the animated point, and created an expression to offset them so I could easily adjust the amount of horses I wanted within the carousel.
Her: CG Lighting Match | Responsible for Models and Lighting

In Maya I modeled, textured, and lit this environment based on a shot from Her (2013) .
In Photoshop I created guidelines with my reference picture so I could mimic the focal length, camera angle, and overall lighting into the CG scene.
Breakdown
Buckets of Strawberries: Procedural Models | Responsible for All

Procedural models made with expressions to generate buckets along a box with points, and strawberries placed within buckets using rigid body dynamics.
Science Lab Environment | Responsible for All

Car Green Screen | Responsible for Compositing
Alpha Channel
