BREAKDOWN
Pinocchio (2022) - Film
Company - MPC Toronto
Task - Design, sculpting
Software - Houdini, Zbrush and substance designer
Renderer - Renderman
Environment walls
Most of the assets in this film were created by the company that were doing the stop motion, they created it first in real life and after that just scanned to be transferred to CG.
But not the walls, they only provided some ideas the director was thinking about. With the help of the supervior I started creating some sketches and after some meetings with Del Toro he approved this one.
After it is decided I started creating the final shapes, using mostly zbrush and the Houdini terrain system. I also created some procedural masks to help the texturing.
Unfortunately I didn't have a chance to keep working on it until the end because I needed to leave to company, but the final result is very close to what I left behind, design and modeling wise. The only thing added was the small details and textures. They did a great job with the final version.
Descendants: The Rise of Red (2024) - Film
Company - Folks VFX Toronto
Task - Design, modeling, texturing and lookdev
Software - Houdini, Blender and substance painter
Renderer - Arnold
Claw
To create this model I had just an very loose drawing, just to understand what they needed and with that i was able to create basically all the design in a very short time.
Also some mechanical parts were needed to be functional.
The textures and lookdev are a mix of procedural and by hand approach.
Banner
For the modeling and had to help with the design of the top part and set everything to be used for the FX team.
Now for the textures, I had just a clean image of the character and I needed to create something that replicates the look of a hand painted banner.
Reacher (2023) - Episodic
Company - Folks VFX Toronto
Task - Modeling, texturing and lookdev
Software - Houdini, Blender and substance painter
Renderer - Arnold
Helicopter
As usual the company bought a model as close as possible to the one used in the filming, but it was not exactly the same so I needed to modify and add several parts to it.
For the texturing and lookded I needed to do it from scratch, all those bought models have poor uv work.
Landing gear
The landing gear was a separated asset because I needed to create everything from scratch, the parts were mechanically correct since it was rigged and animated. Texturing and lookdev was also made by me.
Vikings: Valhalla (2022) - Episodic
Company - MPC Toronto
Task - Modeling, texturing and Lookdev
Software - Houdini and substance painter
Renderer - Renderman
Bridge
To create the textures I had a few scanned assets to help reaching the realistc look it needed, but most of it was created from zero.
Titans (2023) - Episodic
Company - Folks VFX
Task - Modeling, texturing and Lookdev
Software - Houdini, Maya, Zbrush and substance painter
Renderer - Arnold
LexCorp building
For this building I worked on the textures and lookdev.
Since it was a huge building I used a procedural approach to the textures.
For the windows I used texture with paralax to replicate the depth of an actual room.