Orange Juice for One
Responsibilities
I was responsible for lighting, layout, and final composition in Maya, rendered in Arnold. 

Inspiration
The story behind this scene is inspired by my little brother, who used to get up before everyone in my household to drink all of the orange juice. 
Challenges
Some challenges I faced with this scene was how empty it looked, and centering around a focal point. I was able to add blinds to frame the light towards the glass in the center. To fill the scene more, I added glasses and plates, and to really tie the story together, I added a carton of orange juice.

Sources
All geometry was sourced from Sketchfab, and the HDR was sourced from Polyhaven.

Reference Sheet

Light Breakdown

First Big City Sunset
Responsibilities
I was responsible for lighting, layout, and final composition in Maya, rendered in Arnold.

Inspiration
The story behind this scene is inspired by my move to Savannah. Moving out of the suburbs and into the city changed the way I commuted, and I walked everywhere. During my walks, I would always look up and admire the way the sunset made the sky so pink.
Challenges
Some challenges I faced with this scene was finding a focal point to center the scene on. I decided on bringing in more light on the window by using candles and framing the room with curtains.

Sources
All geometry was sourced from Sketchfab, and the HDR was sourced from Polyhaven.

Reference Sheet

Light Breakdown

CG Integration Dragon
Responsibilities
I was responsible for photography, lighting, layout, animation, and final composition in Maya, rendered in Arnold, and composited in Nuke.
Challenges
Some challenges I faced with this scene was camera tracking of the clean plate, as well as the shadows casted by the dragon. I had to do a lot of color correction to make sure that the highlights of the clean plate stone didn't shine too brightly or take away from the focus of the dragon.

Sources
Dragon Geometry sourced from Stanford.

Rendered Still Image

Final Nuke Tree

Clean Plate
Clean Plate
Cube
Cube
Grey Sphere
Grey Sphere
Chrome Ball
Chrome Ball
Frenel Mask
Frenel Mask
Caustic Shadow Mask
Caustic Shadow Mask
Shadow Mask
Shadow Mask
Glass Material
Glass Material
Subsurface Material
Subsurface Material
Unreal Engine Exploration
Responsibilities
I was responsible for lighting, layout, and final composition rendered in Unreal Engine and composited in Photoshop.

Sources
Geometry was sourced from FAB, and the background image was sourced from Adobe Stock.
Welcome Home
Responsibilities
I was responsible for lighting, layout, animation, and final composition in Maya, rendered in Arnold, and composited in Nuke. 

Inspiration
The story behind this scene is inspired by my experience as a pet owner coming home to my pet in my studio apartment. I wanted to create a contrast between the warm environment of the apartment and the snowy weather outside.
Challenges
A challenge I faced in this scene was definitely the simulation of the snow in the background. I used a MASH cached sequence to create the geometry, but I had trouble in the final Nuke composite as the snow didn't show through the glass layer. I ended up changing the function of the merge node from over to multiply in order for the snow to show properly.

Sources
Environment geometry was sourced from Sketchfab, the dog rig was sourced from AnimProps, and the HDR was sourced from Polyhaven.

Reference Sheet

Light Breakdown

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