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Reel Breakdown

Drums

Personal project [2024]: Testing out final look for short film story
Focus: Lighting, LookDev, Composition and Color
  • Modeling: Mix of procedurally modeled objects (node graph with heavy math) and standard modeling. This enables easy tuning of drums for character rigs post-modeling. It also allows the cymbal stands to retract as they would on a real kit.
  • Look Dev: All procedural shader networks optimized for quick sampling.
  • Lighting: Features a key and fill light (no backlight) set in blue to create the overall ambience. The yellow high lights are actually hidden mesh lights resembling drum sticks - the idea being that those drum sticks bring the energy into this scene. I hid the emitting drum sticks for clarity on stills here, but I imagine in an animation form they would work very well.


Ⓣ光Ramen

Personal project [2022]: Testing out emissive and animated shader objects
Focus: LookDev / Shading, Lighting, Modeling
  • Modeling: Most geometry here is modeled procedurally in a node graph.
  • Look Dev: All shaders here are procedural materials (except table wood material). A custom SDF (signed distance library) was made to create and animate the HUD like materials lit above the bowl.
  • Lighting: The lighting was motivated so that the bowl would feature many emissive elements, for a futuristic look. Style wise I wanted these elements to reflect Japanese arcade games, so they are very geometric. And I wanted this to resemble transmitted light (2D animation lighting technique before digital rendering).
    The key, fill (2x), and backlights were tuned so not to overpower those emissive elements.


Do Witchcraft

Personal project [2022]: To learn procedural shader, fx and animation
Focus: Procedural Modeling, LookDev, FX, Animation
Note: This piece was intended more for asset development than shot development.
  • Modeling / Animation / FX: All geometry (except dial w/ eyeball) was modeled and animated procedurally in node graphs. Careful thought was put into how things should move and look (from an animators perspective). The approach was then, how can I use math to do that? My full breakdown includes a more in-depth look into that exact process.
  • Lookdev: Also all procedurally done. Shader's here often informed the modeling/animation step, so I would jump between both.



Full Technical Breakdown Here


Project::Ukiyo「浮世」

Personal project [2022]
Focus: Shot composition and framing, Shading, Rendering, FX Simulation (cloth)
  • Procedurally shaded all materials, including smoke VFX
    • Lantern uses texture for base diffuse color made in substance painter; ring details, lighting, and transparency are added on procedurally
  • Created geometry tool for generating flowers with parameters to control petal number, falloff, scale, and rotation
  • Performed cloth simulation with wind field and gravity
  • Performed all modeling and animation
  • Framed all three shots for clear animation



Full Technical Breakdown Here