Demo Reel - Breakdown Sheet 2018
FX Artist / TD Demo Reel 2018
CG Generalist Demo Reel 2017
Houdini, Maya, Nuke
This is my personal project at SCAD. All FX have done in Houdini. In this project, I am responsible for crowd simulation, siege tower destruction simulation (RBD), pyro simulation, arrows (particle) simulation, cloud simulation, fog effects, scene assembly, lighting and compositing. All models, animations and textures were bought online.
This is my personal project at SCAD. All FX have done in Houdini. The FX layers including water surface layer, foam, spray, cluster layer, bubble layer, mist layer, floating woods layer, wet map. I also did scene assembly, lighting and compositing. All models and textures were bought online.
Houdini, Nuke, Maya, Mari, Photoshop,
This is my personal project. I’m responsible for all aspects. All FX have done in Houdini. FX layers including tank fireball, main ground dust, tank body shockwave dust, smoke plume. Camera tracking and compositing in Nuke. Modeling, lighting, rigging and animating in Maya, texture in Mari and Photoshop.
Space ship in Parking lot - Lighting & Compositing
This is a project about 3D camera tracking. After I get the tracking done, I exported the camera and guide geometry into Maya and match the CG elements base on the camera and guide geometry. The software I have used are: Maya, Nuke. Render in RenderMan.
EVA - Lighting & Compositing
This is a group project about EVA monster. I using 2D tracking to composite the CG monster into the scene.
99 Type A2 Tank - All aspects (modeling, texture, shading & lighting)
Maya, Mari, Photoshop, RenderMan
Chinese Ancient Building - All Aspects (procedural modeling & animation
Using procedural approach to do modeling and animation in Houdini. We can easily to change the shape of the building using my user interface.
Tree Scene - All Aspects (MEL programming & modeling)
Maya, MEL, Mari, RenderMan
Using Pixar's custom MEL procedures (part of RenderMan Studio) to create secondary geometry at “render-time”. In this project, my idea is to apply the RiMel scripting into models to generate the leaves by the position of each vertex on the branches. And also, apply RiMel scripting into the ground surface to generate grasses base on the distribution of colors.
It was a group project. But I redid all the FX, scene assembly, lighting, rendering and compositing in that shot as a personal project during the internship at SideFX. The FX layers including building destruction layer, debris layer, main explosion layer, building debris dust layer, spark layer, fire layer and smoke trails layer. The main building model came from my classmate and I bought the surrounding building models online.
This is a personal project during my internship at SideFX. All FX have done in Houdini. The FX layers including ocean surface layer, foam, spray, bubble layer, mist layer, cloud, sail cloth, rain. For the lightning FX, I created a lightning generator digital asset base on VEX. I also did Scene Assembly, Lighting and Compositing. The ship model and textures were bought online.