Showreel

 

3D portrait

VFX Asset

This is a self-portrait I spent 10 weeks on. The goal was to make it look as realistic as possible using VFX industry standard pipeline with focus on sculpting and texturing.

 

Biloba

VFX Creature

During my second year at The Animation Workshop I produced a creature asset which I took through the entire pipeline from concept all the way to comping and integration. The goal was to learn how the entire VFX pipeline worked as well as trying to achieve a look that was as realistic as possible.

 

Deskmates

3D Animation Asset

Deskmates is an NGO short film I worked on during my second year at university. It is a film meant for an organization called 5 skoler which builds schools for refugee children from Syria. This project was meant for 5 skoler to use when looking for funding and collaborating with Danish schools. We were a small team of eight students working on this film. My roles were CG generalist but also pipeline supervisor as well as part time technical director. I worked with modeling, sculpting, texturing and rigging assets as well as comping and editing. My tasks as a pipeline supervisor consisted of finding out how to best accommodate the needs of the project from a pipeline perspective. As a TD I spent my time finding out how to best achieve the look of the film in 3D and compositing. I also spent a lot of time documenting how the rest of the team could implement the technical solutions and how to follow the pipeline, folder structure and naming convention.

Tasks

  • Modeling

  • Sculpting

  • Texturing

  • Rigging

  • Compositing

  • Editing

Roles

  • CG Artist

  • Pipeline Supervisor

  • Technical Director (part-time)

 

Tortoise

Video Game Asset

This tortoise is an asset created for the video game Postmouse. I had the pleasure of working with some very talented people during my third year at university to create this game. My role on the team consisted of creating different assets for the game, both hard-surface and creature work, though creatures were my main focus area. The art direction for the game was semi-realistic textures and stylized models. The game was created in Unreal Engine and gave me the opportunity to try implementing assets in engine and tweaking shaders to achieve the desired look for said assets.

Tasks

  • Modeling

  • Sculpting

  • Texturing

Roles

  • 3D Character Artist