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IvanFX.com / [email protected] / (626) 673-1128 IVAN WANG Demo Reel Breakdown 1. ZOMBIE WITH MAGIC SWORD - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except Zombie and its animation, background.) Modeled sword, then adjusted Zombie’s animation with animation layer in Maya. Lighting and rendering are all done in Maya with Mental Ray. Then brought scene into Houdini, worked on particles sim and Pyro sim for energy burst FX and rendered all FX in Mantra with mask. Finally composited all the elements in Nuke. 2. DESERT EXPLOSION - HOUDINI, NUKE - Responsible for: All Aspects. Worked on Pyro sim in Houdini for explosion, and rendered dierent passes in Mantra. Then composited all the elements in Nuke with photo background. 3. ROBOTSUIT FLYING - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except Robotsuit and airplane models.) I started with the FlyEngine modeling, then animated its flying animation in Maya. After imported everything to Houdini, I did Pyro sim and ember sim for the fire FX, then lighted it and rendered everything in Mantra. Finally composited all the CG elements with dierent passes, stars, fog and cloud with BG footage in Nuke. 4. VAMPIRE FIRING - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except BG model, Vampire and its animation.) Worked on lighting and scene assembly in Maya, also tweaked Vampire animation with animation layer. Then moved to Houdini to do Pyro sim and ember particle sim for fire FX .Everything was render in Mantra and composited in Nuke. 5. CAVE TORCH SCENE - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except character model and its animation.) Started with Maya for torch modeling, lighting and scene assembly. Then worked on Pyro sim and ember particle sim in Houdini .Character was render in Maya, Fx were rendered with Mantra, and composited with photo background with environment light glow in Nuke. 6. VOLCANO ERUPTION - HOUDINI, NUKE - Responsible for: All Aspects. Worked on Pyro sim for volcano eruption in Houdini. Then rendered dierent passes in Mantra and composited all the elements in Nuke with fog, cloud and 2.5D camera fly through. 7. TORNADO SCENE - HOUDINI, NUKE - Responsible for: All Aspects. Using a custom twisting force with Pyro sim in Houdini to create the Tornado sim. Then I mixed the cached geo with some VolumeMix nodes to enhance more detail without increasing simulation time. After that, I created Cloud Rig for the sky and rendered everything in Mantra. Finally composited all the elements in Nuke. 8. BEACH SCENE - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except BG model.) Simulated ocean water in Houdini with Flip Fluid Sim driven by Ocean Spectrum node. Then generated foam, spray, and bubbles based on sim. After rendered everything with dierent passes from Mantra, composited all elements in Nuke.

IvanFX.com / [email protected] / (626) 673-1128 …ivanfx.com/files/IvanWang_2017_DemoReel_BreakdownSheet.pdfIvanFX.com / [email protected] / (626) 673-1128 IVAN WANG Demo Reel Breakdown

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Page 1: IvanFX.com / ivanfx3d@gmail.com / (626) 673-1128 …ivanfx.com/files/IvanWang_2017_DemoReel_BreakdownSheet.pdfIvanFX.com / ivanfx3d@gmail.com / (626) 673-1128 IVAN WANG Demo Reel Breakdown

IvanFX.com / [email protected] / (626) 673-1128

IVAN WANG Demo Reel Breakdown

1. ZOMBIE WITH MAGIC SWORD - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except Zombie and its animation, background.)

Modeled sword, then adjusted Zombie’s animation with animation layer in Maya. Lighting and rendering are all done in Maya with Mental Ray. Then brought scene into Houdini, worked on particles sim and Pyro sim for energy burst FX and rendered all FX in Mantra with mask. Finally composited all the elements in Nuke.

2. DESERT EXPLOSION - HOUDINI, NUKE - Responsible for: All Aspects.

Worked on Pyro sim in Houdini for explosion, and rendered different passes in Mantra. Then composited all the elements in Nuke with photo background.

3. ROBOTSUIT FLYING - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except Robotsuit and airplane models.)

I started with the FlyEngine modeling, then animated its flying animation in Maya. After imported everything to Houdini, I did Pyro sim and ember sim for the fire FX, then lighted it and rendered everything in Mantra. Finally composited all the CG elements with different passes, stars, fog and cloud with BG footage in Nuke.

4. VAMPIRE FIRING - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except BG model, Vampire and its animation.)

Worked on lighting and scene assembly in Maya, also tweaked Vampire animation with animation layer. Then moved to Houdini to do Pyro sim and ember particle sim for fire FX .Everything was render in Mantra and composited in Nuke.

5. CAVE TORCH SCENE - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except character model and its animation.)

Started with Maya for torch modeling, lighting and scene assembly. Then worked on Pyro sim and ember particle sim in Houdini .Character was render in Maya, Fx were rendered with Mantra, and composited with photo background with environment light glow in Nuke.

6. VOLCANO ERUPTION - HOUDINI, NUKE - Responsible for: All Aspects.

Worked on Pyro sim for volcano eruption in Houdini. Then rendered different passes in Mantra and composited all the elements in Nuke with fog, cloud and 2.5D camera fly through.

7. TORNADO SCENE - HOUDINI, NUKE - Responsible for: All Aspects.

Using a custom twisting force with Pyro sim in Houdini to create the Tornado sim. Then I mixed the cached geo with some VolumeMix nodes to enhance more detail without increasing simulation time. After that, I created Cloud Rig for the sky and rendered everything in Mantra. Finally composited all the elements in Nuke.

8. BEACH SCENE - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except BG model.)

Simulated ocean water in Houdini with Flip Fluid Sim driven by Ocean Spectrum node. Then generated foam, spray, and bubbles based on sim. After rendered everything with different passes from Mantra, composited all elements in Nuke.

Page 2: IvanFX.com / ivanfx3d@gmail.com / (626) 673-1128 …ivanfx.com/files/IvanWang_2017_DemoReel_BreakdownSheet.pdfIvanFX.com / ivanfx3d@gmail.com / (626) 673-1128 IVAN WANG Demo Reel Breakdown

IvanFX.com / [email protected] / (626) 673-1128

IVAN WANG Demo Reel Breakdown

9. PORTAL OPENING - HOUDINI, AFTER EFFECTS - Responsible for: All Aspects.

Simulated portal burst particles and portal opening fluid FX in Houdini. Then created light beam FX in After Effects and composited all elements with background and environmental glow within After Effects.

10. MONSTER SLASHING WATER - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except monster model.)

Modeled the sword and tweaked monster animation in Maya, then simulated main water FX with Flip Sim. Also created foam, spray and bubbles based on main water sim. After rendered everything with different passes from Mantra, composited all elements in Nuke.

11. PROJECT - ZB - MAYA, AFTER EFFECTS - Responsible for: Modeling, Shading, Lighting, Rendering, Compositing.

Modeling, shading and lighting were all done in Maya with bubbles simulated in RealFlow. Then rendered with Mental Ray and composited all elements in After Effects.

12. PROJECT - D - MAYA, AFTER EFFECTS - Responsible for: Fire, Fog, Lighting, Rendering, Compositing.

Created fog and fire FX, then composited all elements including water in After Effects with color effects.

13. PROJECT - HZ - MAYA, AFTER EFFECTS - Responsible for: Model clean up, Texturing, Lighting, Rendering, Compositing.

Worked on stores model clean up and texturing in Maya, then lighted and rendered with different render layers and passes in Mental Ray. After that, composited all elements including water in After Effects.

14. PROJECT - CM - MAYA, AFTER EFFECTS - Responsible for: Lake water, Modeling, Texturing, Lighting,Rendering,Compositing.

Created lake water in Maya, also worked on model clean up and texturing in Maya partially, then lighted and rendered with different render layers and passes in Mental Ray. After that, composited all elements including water in After Effects.

15. PROJECT - CO - MAYA, AFTER EFFECTS - Responsible for: Water Animation, Lighting, Rendering, Compositing.

Created water running down fx in Maya, then lighted and rendered with render layers and passes in Mental Ray and composited all elements in After Effects.

16. ROBOTSUIT EXPLOSION SCENE - HOUDINI, MAYA, NUKE - Responsible for: All Aspects. (except Robotsuit and its animation.)

Started with room modeling in Maya for camera projection and Houdini destruction. Then tweaked Robotsuit animation in Maya. After moved to Houdini, I did RBD sim, Fluid sim and ember particle sim for the wall explosion FX, then lighted it and rendered everything in Mantra with passes. Background was rendered in Maya using Camera Projection technique. Finally composited all the CG elements in Nuke.