This is my Show Reel for my time here at Studio Easter. Please contact me on- tuck@asylumproductions.net +81 0705541400
I was the lead on this shot. All modelling and mapping done in Max. The shot called for a corridor FULL of rose vines. I had to figure out a system of modeling that would allow the vines to be moved if the director did not like their locations or orientations. The second shot is a variation on the first that was made with much the same goal in mind. For this shot the light ballance in the scene was what concerned the director most. We worked long and hard on making him happy.
My role was as a team member. Leadership was handled by a freelancer who came recomended by the film’s production company. All modelling and mapping done in Max and Animation Master. Models were created from templates made by the client. The original data was corrupted, so I had to re-make and re-map the whole scene. Basically, if it moves it’s 3d, and I modelled and mapped it. Some stationary objects were also done in 3d for use as various camera angle masks.
Again, I was a team member on this project. These shots were a team effort. I modeled and mapped many components over the course of the project. It was all modelled in Max with texture work in Photoshop.
I modeled and mapped the entire cathedral based on rough sketches from the art director. A lot of the design work was my own, as there was only rough outlines available. This building was a lot of fun to make. I worked closely with the texture artists to ensure mapping and lighting matched.
Helped with some modeling and mapping. The main difficulty with this shot was the source materials. 4 reference shots had to be converted into a fully fleshed surround.
I modelled, mapped and animated the bells. Secondary animation was very important to the director, so a lot of time was spent getting the bell and its hammer to interact properly. I also designed the IK system for the chain and the support structures.
I helped model the first two cuts. The cemetary scene is all my work. The director and I had several meetings about how to best achieve the effect he wanted.
I modelled and mapped protions of this model. Some camera map projections needed to be adjusted due to the variety of camera angles.
My role for Trinity Blood was Modeller / Mapping artist. Most of this shot was handled by another team member, though I was asked to help out with the camera mapping projections.
I was the team leader on all Futago Hime work. All modelling and mapping done in Max. This room was used throughout the series as well as in the opening and closing credits. Modelling and mapping took a while due to the exacting nature of the client. It was a good challenge. I also created a few animated procedural textures to ensure that the textures worked with the camera movements.