I worked on Gravity as part of the 'Earth team' where our goal was to figure out the best way to generate a realistic looking cloud system, but without having to paint on a shot per shot basis. I Worked closely with environment TDs and VFX supervisors to come up with look dev tests in order to see how these height mapped grayscale 16K tiled images looked over the textured earth asset when rendered with Arnold. Though my main task was to paint 2D height maps(photoshop) I was also thinking of ways to improve the workflow for the earth team and how to manage large tiled maps in nuke, which in turn sped up the render process and also improved reslulution in the final renders. I also spend time generating the city lights maps of Cairo and the Nile delta which were also 16K tiles arranged in nuke.
I worked on this shot with several artists. Mainly involved with the layering up of various texture layers painted in Photoshop/ adding distress/ water staining. Lighting passes from Maya renders were used as overlays to enhance the luminosity effects of direct sunlight. Models were supplied from assets and projects were carried out in maya.
Final pass included extra colour details/ metal shields/ swords etc added by Marco Genovesi
I made a concept in 2D and 3D for this shot. When final 3D layout was approved I made some lighting passes(ambient. direct/ bounce) in mental ray and used these to enhance my 2D Matte Paint. Projected in Nuke.
Some concept designs for envirnments and background vfx elements.
A selection of mattes or backgounds that I painted for the Animated Feature 'Planet 51'.
Various Game and Film concept art.