Reel  Breakdown

Sausage party

Simulated using nCloth and Yeti (time 00:00:02:23 to 00:00:15:01 )

My role: Shot finalist and creature effects

As a neat artist in the shots finding department, I was tasked create cloth simulation cloth rates test workflows and pipelines and overall quality control.

Sausage party

Simulated using nCloth and Yeti (time 00:00:02:23 to 00:00:15:01 )

This shot was quite a challenge considering the character size and the amount of polygons I had to work what I think I made a pretty nice simulation of a sausage grabbing a tablecloth. The quite a few technical challenges to achieve the simulation. There are a lot of corrective shapes and sculpting involved as well.

Sausage party

Simulated using nCloth and Yeti (time 00:00:02:23 to 00:00:15:01 )

This shot was a hoot to work on. All the bun packaging I set up the rig and the workflow to keep it consistent throughout the movie.

Sausage party

Simulated using nCloth and Yeti (time 00:00:02:23 to 00:00:15:01 )

This shot was a lot of fun to work on. I used nCloth stimulate the machinists of the buttocks.

Sausage party

Simulated using nCloth and Yeti (time 00:00:02:23 to 00:00:15:01 )

This shot was quite challenging. It took about three separate simulations combined to achieve the sausages movement inside the package to maintain the little slit in it.

Sausage party

Simulated using nCloth and Yeti (time 00:00:02:23 to 00:00:15:01 )

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Particle rush

(time 00:00:15:02 to 00:00:23:18)

I was responsible for oral the modelling, texturing, and visual effects using unreal 4. I also helped with the game design.

Everything in this image was modeled in Maya and textured in Photoshop. Unreal engine 4

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Zoo TV series

Commissioned project (time 00:00:23:20 to 00:00:28:00)

I was tasked to Modelled, rig and simulate the bag that the crocodile is chewing on.

Software used : Autodesk Maya, ZBrsh, Mari.

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A series of unfortunate events. Netflix

Commissioned project(time 00:00:28:01 to 00:00:42:22 )

Using photogrammetry I re-created the chandelier and the windows in these shots. It was my first time dealing with this workflow and I am now happy to say that I really like it.
Software used: Autodesk Maya,Mari. Rendered Arnold renderer. (Simulation of the chandelier falling was done in Houdini. not by me)

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Dr. Martinstein Game

Passion project (time 00:00:48:04)

This game was created at my first game jam. Which was a lot of fun and got to know a lot of cool people.

Working in a team we designed to gather the gameplay and the look and feel of the characters.

Modelled in Maya and Mudbox textured in Photoshop and Mudbox. Rendered using viewport 2.0 in Maya 2016

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Musrara School of photography.

Commissioned (time 00:00:50:08)

Musrara hired me to teach 3D arts and animation. This is the famous street in Jerusalem that has a rich history in which the school is located. I created this image from photographs I took of the corner where the historical building of the school.

Everything in this image was modeled in Maya and textured in Photoshop. Ended in Mental ray

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The Princess Sofia

Commissioned project (time 00:00:56:05)

The Maritime Museum commissioned me to model the Princess Sofia. A ship that went down in the early 1900s. The model was to be used as an interactive display at the museum.

This model was created using Autodesk Maya. Textured using Adobe Photoshop. Rendered in the unity.

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Bullfighter

Passion Project (time 00:01:01:22 )

Like most of my passion projects I wake up from a dream wanting to create a scenario. This image is the current iteration of this character. I learned how to use Xgen to create the hair on the character for this project.

I was used in cloth for the Cape.

Modelled using Autodesk Maya ZBrush. Rendered in Arnold renderer and Mental ray.

See the full project page for more details.

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Monster Yume

Commissioned project (time 00:01:06:09)

Simulation depicting white blood cells the building Cartledge. This scene is part of a promotional video made for Canadian development to repair the damage. I was tasked to do a medical simulations depict this process.
Software used on this project: Autodesk Maya. Autodesk Mudbox, Adobe aftereffects, Adobe Photoshop. Rendered in mental ray.

3D Tivison

Commission project (time 00:01:11:02)

Company logo animation. Was created as a closer or opener for different projects for this company.
Software used: Autodesk Maya. Autodesk 3Ds Max, Adobe Photoshop. Rendered in mental ray.

Modelled using Autodesk Maya/Mudbox. Rendered in Mental ray

A Crack the ice

Passion project time (00:01:20:21)

Third-year graduation film. I'm very proud of this short film which I directed and learned how to rig. I also animated large portions of each scene. It was also my first time editing a full.

Software used in this project: Modeled in Maya . Textured using Photoshop, Rendered in Mental ray

Draco taught us TV show

Commission project (time 00:01:28:14)

Was hired as 3-D generalist to model, texture, rig, and animate several episodes. This was my first time using Softimage XSI. And enjoyed it immensely. I also was lead on this project these episodes.

Software used on this project: Softimage XSI. textured in Photoshop. Rendered using mental ray.

The tree

Passion project time (00:01:38:01)

Produced and Co-wrote script for this short graduation from. I rigged and was director of animation.

This was my first experience producing a short animation film while  working in a small team. It was a difficult and enlightening process.

Software used on this project: Autodesk Maya, Adobe Photoshop, Adobe Premiere, rendered in RenderMan.

Some rigging.

Asortaed time (00:01:46:11 to 00:02:14:19)

A collection of rigs that have worked on recently

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Learning Arnold 5 a personal project

Passion project (time 00;00;42;23 to 00:00:44:20)

The scene was created as a exercise to learn Arnold 5 in Maya. I created 95% of the assets in this scene. I also textured and build all the shader trees in the scene. I also learned how to use zBrush texture and model high quality objects. There are a few items that it's not model such as peaches and the bottle the flowers but all their shaders and textures one manipulated or built by yours truly.

Software used in this project: Autodesk Maya, zBrush, Mari, Adobe Photoshop, rendered in Arnold 5.

Lizi Model RenderMan

Passion project (time 00:00:44:23 to 00:00:46:12)

Here's one of the assets rendered separately in RenderMan as a test

Lizi Model Arnold

Passion project (time 00:00:46:13 to 00:00:46:03)

Here's one of the assets rendered separately in Arnold as a test

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