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

Cosmoball

Cosmoball is a feature film comprising over 2500 shots with computer graphics. Our team faced the challenge of creating complex visual effects while maintaining consistent quality across numerous sequences. It incudes multiple CG characters, doubles and large scale full CG environments and lot of FX works. My role and responsibilities Character and Effects Development: FX and look development of the antagonist’s alive “mantle” costume. Developed several procedural generators for building details in large scale environments. Made a lot of various FX, include explosions, fire, liquids and character FX. Tools development: Worked on several optimization solutions for our in-house muscle system to address some performance issues. Developed a tool for managing muscle and tissue simulations and easy search for optimal parameter combinations. Developed a custom fog shader to address issues with performance and noise in large-scale interior scene. Key skills developed A lot of experience with solving various technical problems. Deep and effective collaboraion with my team members in a cross-functional team. Strong estimation and task planning skills.

August 27, 2020