R.I.P.D. 2 Rise of the Damned

R.I.P.D 2 Rise of the Damned is a feature film requiring the creating hellish creatures and environments, seamlessly integrating CG characters and effects with live-action footage. My role and responsibilities Character Development and Effects: Technical and look development of the main CG character. Implemented complex multilayered character FX (exclude incredible cloud of souls behind, and separated souls). Built a flocking system to manage animation for multiple souls in the portal. Environments: Designed and implemented procedural models and shading for the hell portal. Optimized and integrated same portal setup into Astaroth chest and another characters chest portals. Technical Direction: Implemented optimized rendering solutions. Developed a volumetric CVEX procedural shader for Astaroth’s smoky hair and face, as well as soul faces, adding intricate details at all distances during rendering time. Developed automation tools for managing scene consistency and rendering quality control. Created a solution for fast and flexible HDR balancing and light textures baking. Later, I developed another version of Lighter, based on the same idea but more efficient and included a user-friendly QT interface. Key skills developed Artistic character effects. Rendering optimization and resource management.

September 14, 2022

Woody Woodpecker Goes to Camp

Woody Woodpecker Goes to Camp is the sequel to the animated feature film, involving over 600 shots with animated characters and feather simulations. My role and responsibilities Grooming and feathers simulation: Responsible for the feather grooming of Woody and Buzz Led the team in feather simulations throughout all movie sequences. Solved various issues and managed non-standard hero shot setups involving feathers. Tools development: Developed a fast and flexible feather system. Created grooming, simulation and post-processing tools. Implemented a precise animation de-intersection system based on Pixar’s paper. Developed a custom feather procedural for optimal caching and rendering. Key skills developed Proficient in implementing Karma procedurals. Expertise in pipeline optimization and automation. Capable of solving technical animation issues.

April 12, 2024

Wolf Pack

Wolf Pack is a science fiction series that involves fire effects and creature development. My role and responsibilities Technical Direction: Worked on the integration of USD and developed the 3D department’s pipeline in collaboration with my team members. Managed the assembly, rendering and optimization of complex scenes involving fire, smoke and animals. Character Development: Created the grooming for werewolf. Developed the simulation of werewolf fur. Key skills developed Gained a deep understanding of USD concepts and pipeline solutions. Acquired expertise in grooming, fur simulation, and rendering techniques. Demonstrated strong time management skills, consistently meeting tight deadlines.

January 26, 2023