Currently in production
Production Vfx Supervisor and On-Set Vfx Supervisor for the series. Worked on set for 4 months and 7 months in post production. The show is made of 8 episodes with 200 vfx shots each, with a wide range of effects, 3D creatures, 3D environments, 2D cartoon animation, set extensions, motion graphics etc.
Besides supervising vfx, the production of all the +400 graphics for the show was done by the vfx department.
Acting as production Compositing Supervisor and on-set data wrangler for the show. Extensive period work based on 1977 New York with a focus on action scenes and set extensions.
Supervising the promotional web content for Rayban’s new glasses, creating 3D beauty product renders, and overseeing the color/specs accuracy throughout the +40 different sunglasses models.
Working as the on-set supervisor and co-vfx supervisor. Modeling, animating, and compositing 3D Lego pieces with a 2D AR interface into live footage.
Working as vfx compositor, using the provided 3D Maya scenes to merge each environment, adding my own 3d elements and effects using Blender and compositing it all in NukeX.
Working as Production Visual Effects Supervisor for a start-up in New Orleans, training crew and helping develop the studio’s pipeline.
Working as Production Visual Effects Supervisor for Episode 6 and as Production Visual Effects compositing supervisor for all other episodes. Managing the in-house facility, guiding the in-house artists as well as reviewing, setting up a secure server to work parallel with Fox studio’s server, as well as hiring staff. Earned an Emmy Award Nomination for Outstanding Visual Effects in a Supporting Role.
Working as an in-house compositor for the Duffer Brothers, creating the look of vfx elements (like the green acid canisters, or the look of the night skies) to then send to all vendors (Rodeo, MPC…) so they can replicate it throughout the show. Making Quality Control of shots from vendors and assisting them with pipeline issues or any vfx feedback.
From camera projections to set extensions to full CG shots, see the full breakdown clicking on this “ watch” link.
Composited this entire commercial along with compositor Michael Loney in a 8-day timeline, with CG set extensions, light effects, and vehicle modifications.
Composited this entire commercial along with compositor Michael Loney in a 5-day timeline, with set extensions, matte paintings, CG crowd/army extensions, fire & smoke elements, and green screen footage.
Creating environments like tornadoes, thunder and lightning, heavy storm skies and rain, weapon explosions (grenades, smoke…) green screen replacements, and set extensions.
Compositing CG character replacements for main talent as well as water simulations and different elements ( planes, trees, waterfalls) creating realistic fully CG shots.
Compositing water simulations and green screen footage for all waterfall fighting sequences in this feature, all plate water was replaced by CG water as well as crowd sim and full BG replacements based on 3D camera track projections.
Compositing fully CG animated shots partially lit or with lighting built entirely through comp using depth, deep, and xyz passes while overseeing consistency throughout shots.
Compositing stop motion shots replacing BG with 3D tracked stadium, retiming animations and matching every team's color palette to its official color. Merging multiple assets matching timing and lighting as well as adding 2D assets to complement the stop motion.
BG replacements using delicate keying on hair, beauty work, light reflections in cars generated with 3D projections, CG sharks and multiple buildings and elements tracked in.
Highly complex wire removals, CG suit clean up, 3D assets (lamps, tables...) generated, tracked and comped, BG extensions, multiple explosions, and light effects incorporated.
Multiple green screen shots cleaned and incorporated in bright white background matching color, scale, and timing, all within an extremely fast turnaround.
Multiple rigs attached to main white box cleaned up, color and light corrections for shot consistency, sharpening and cleaning edges of big box for a cleaner look.
Compositing different characters in the same shot, beauty work on vehicles, matching the official color of team uniforms.
Extensive work on skin and bodies to reproduce burning, bleeding, bruising, etc. different replacements of logos and banners on textured surfaces, set extensions with hand-painted assets, fog and rain atmosphere procedurally generated through nuke.
Monitor replacements, color treatment for "instagram" filter look, rig clean-ups, light interactions integrated, CG characters retimed, cleaned up and integrated into monitors.
2D assets generated in Adobe Flash and 3D assets from Maya integrated with 3D tracking, light interactions and retiming of assets, beauty work.
Set extensions, retiming artifacts clean up, beauty work, multiple logo removal, extremely quick turnaround.
CG ships integrated, gun shots generated with light interactions, set extension and Bg replacement with no green screen, explosion, smoke and fire procedurals integrated.
Multiple CG assets lit and integrated on green screen replaced backgrounds,. Rain, smoke and fire elements 2D generated and interacting with CG assets.
Varied compositing work including CG asset integration, 2D fire, smoke, rain, gun shot and other elements integrated, BG extensions, retiming clean ups, rig removals.