Jason Huang Available: immediate Web: reel.jchvfx.com [email protected] +1 214-212-6709 shot breakdown The Machine darkroom shot • • • Models and green screen plate provided by FXPHD. Keying, Roto, plate cleaning. Lighting, multi-pass rendering setup with mattes and utility render elements. Responsible: lighting/compositing Software: Maya, V-Ray, Nuke, PTGui Pro The Machine • • • • Responsible: look-dev/lighting/compositing Software: Maya, V-Ray, Nuke, PTGui Pro • • • • Models and plate provided by fxphd. Assembled and cleaned up HDR env. map. Isolated concentrated set lights from HDR env. map. Calibrated and balanced lighting with HDRtextured area lights and the low-contrast env. map Look-deved shaders for the Machine. lit the CG Machine in V-Ray. Set up render layers and render elements for compositing. Integrated CGI into background plate. Gundam F-91 • • • • Responsible: everything. Software: Maya, V-Ray, Nuke, Mari, Mudbox, PTGui Pro • Integrated CG Gundam into the live-action plate to create a war-zone type of shot in moody sunset. • Acquired HDRI on-set with Canon DSLR, Sigma 8mm fisheye, Promote Control, and Nodal Ninja pano head. • Assembled HDR env. map in PTGui. • Modeled the Gundam in Maya and laid out UVs. • • • • Sculpted details (bullet holes, deep scratches, and random indentations) in Mudbox and extracted normal and displacement maps. Textured in Mari with some visits to Photoshop. Calibrated HDR lighting with reference gray ball image shot on-set. Created multi-layered metal shaders for finer control of dirt, grime, and scratches in textures. Look-deved and lit the Gundam in VRay. Rendered multi-channel EXRs with numerous mattes for compositing. Composited CGI, stock fx elements, and plate in Nuke. Kept Imaging pipeline consistent in linear color space with 16-bit half-float EXR as much as possible to preserve the lighting and color information all the way to the final video compression and web publishing. Spatially-aware IBL set up • • • Responsible: R&D, custom Python scripts, lighting, rendering Software: Maya, V-Ray, Nuke, PTGui Pro, HDR Shop • Researched on the workflow to address the static lighting typical IBL while a shot features dynamic lighting conditions. • Reconstructed set environment as lowpoly mockup geometries based on photogrammetry. • Acquired HDR environment map at multiple key positions on-set. Mobile: 214-12-6709 • • • Textured mock-up geometries by projecting HDR maps in Nuke from the positions of the CG character. Set up Nuke script with animated cubiccam rig to re-photograph animated HDR environment maps from the POV of the CG character. Created a CG light stage in Maya and rendered a set of light-stage basis images of the CG head with V-Ray. Calibrated basis images based on the concept described in the paper A Lighting Reproduction Approach to Live-Action Compositing (Debevec et al., 2002). Created python scripts to calculate weighted average of basis images to interactively approximate the lighting result the re-photographed environment map provides. capable of blocking out the shot lighting directly in Nuke with HDR light cookies and lighting information acquired on-set. [email protected] Audi R8 • • • • Responsible: lookdev, lighting, compositing Software: Maya, mental ray, Nuke, After Effects, PTGui Pro • Integrated CG Audi R8 into the live-action • • plate to create a photorealistic image. Approached the lighting without a properly-calibrated HDR env. map. sculpted the lighting with various lighting and utility passes in comp. Acquired HDR lighting on-set with Canon DSLR, Sigma 8mm fisheye, Promote Control, and Nodal Ninja pano head. Assembled and stitched exposure brackets as HDR environment map in PTGui Pro. Look-deved and lit the car in mental ray with custom multi-layered car-paint shader. Rendered mattes of different car parts for finer control and color correction in Nuke. Camry Studio Lighting • • • • • Responsible: lighting & compositing Software: Maya, V-Ray, Nuke Look-deved shaders for all visible car parts. Set up studio lighting. Broke up diffuse and specular lighting passes. Assembled lighting passes to re-build the beauty. Color-corrected the car with mattes in Nuke Camry • • • • • Responsible: lighting & compositing Software: Maya, V-Ray, Nuke Mobile: 214-12-6709 • Calibrated HDR lighting. Look-deved shaders for all visible car parts. Lit the car in V-Ray with HDRI Set up lighting passes and utility passes for post. Assembled lighting passes to re-build the beauty. Matched blacks, highlights and blance mid-tones to integrate car into the plate in Nuke. [email protected] Yeti Look-dev • • • Painted fur distribution maps Set up and combed full-body fur in Shave & Haircut Look-deved VRay Hair shaders Responsible: full body fur setup and lookdev, lighting Software: Shave & Haircut, Maya, V-Ray, Nuke Die Hard 5 • • • Lined up cg windshield based on matchmoved cameras. Set up glass shader to properly refract the helicopter’s interior. Rendered out AOVs per production request for compositors to further enhance the shot. Responsible: cg windshield Software: Maya, V-Ray Mobile: 214-12-6709 [email protected]
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