I worked on the textures for Mufasa, Scar and Nala Cub. Specifically all the highly detailed fur textures. A totally new fur shader was developed that allowed us to create textures using melanin based colour palettes so to keep it as real to nature as possible.
A lot of work and effort went into creating all the highly detailed textures that you see on the screen.
I worked on the Elephant and Lion textures.
Screenshots taken from the trailer. I worked on lighting and rendering for a number of shots.
I worked on the sculptures for the asteroids that can be seen in the beginning of the movie. I also worked on various environments, modeling, texturing, lighting and rendering. As well as matte painting and projection work.
I worked on the concept sculpt for the mongoose.
I worked on the textures for a vehicle and the rifles that were used by various background digital doubles.
I worked as asset supervisor on the intro sequence. Creating templates for the team to craft all the digital assets. Making sure the model, texture and lookdev details are consistent with the physical props throughout the production.
I supervised the asset team in Shanghai and Bangalore with character, prop and environment creation. The team spent long time crafting and finessing finest details. I created the asset for the father.
https://themill.com/the-mill/work/feature-film-title-sequence-woof-woof-daddy/
A short film by Sil van der Woerd. I briefly worked on the 3D look development for one of the main effects (the Mirage) in the film.
My graduation short film completed at the Netherlands Film Academy.
I mainly worked on the creatures in the film and various props and environment models & textures. The props used in the film had to be recreated digitally. I shot reference from multiple angles of the prop and used those photos to lineup the model and textures.
I also worked on the creature's model, textures and blendshapes.
All the maps were created mainly using Nuke for easily driving the thickness of the various stripes.
I painted a lot of different isolation maps for effects like emission. I used Nuke for creating wetness maps when the creature is out of the water.
Software I used was Maya, Zbrush, 3DCoat, Photoshop, Nuke and Mari.
I worked on the CG character’s model, textures lookdev and groom for this Huawei Nova commercial.
I was responsible for the pyramid asset, environment creation and 3D concept iterations.
I was asset supervisor for the opening showdown between the archer and ape creature. I worked on the model, textures and lookdev for the ape creature and created the environment.
I worked on this project for Tencent, as Asset Supervisor overlooking various asset creation. I also worked on the model textures and shaders for a number of characters as well as a large part of the environments. Specifically the sniper, one of the private military contractors, the exterior and interior environments.
I worked as asset supervisor on this project and was also responsible for creating the 3D model, textures and shader for the outfit of the Chinese Olympic team in high quality detail for the closeup shots.
I worked on the character model, textures and shaders for this commercial for OnePlus .
Project for BMW. I was Asset Supervisor on this project and worked on the model and textures for Bava the bear.
I worked on the model textures and lookdev for the CG head replacement and CG environments.
Vasen commercial, I was Asset Supervisor and responsible for creating one of the divers, model, textures and shaders. As well as some CG environment work.
Nestle commercial for the Chinese market. I was supervising the asset creation for the characters and props, I also worked on modeling, texturing and shading for the good cow and groom for the girl and bad cow.
I worked on the model, textures and lookdev for the dinosaur and the cave environment.
Pepsi commercial for the Chinese market. I was lead asset artist at MPC Shanghai. I modelled, textured and shaded the robot. Arms were modelled by another artist.
KFC commercial for Chinese Spring Festival. I was lead asset artist at MPC Shanghai. I modelled, textured and shaded one of the door gods and lead a team of asset artists.
I worked on the model and textures for the robot arm.
I was asset lead on this project.
My main responsibility was modeling, texturing and shading for the Alien character.
I worked on the character model, textures and shading.
I worked on the model, textures and shader for the shampoo bottle characters and the boat made of giant leaves. I also worked on model, textures and layout for the environment.
A two minute, black humor- animated shortfilm by students of Filmakademie Baden-Württemberg. Thanks to Marco Hakenjos and Manuel Seifert for letting me participate on this amazing project.
I worked on textures for the character, Ulfbert. I created the color, bump, specular, SSS and various isolation maps. All the projections were done in Mari with the reference in mind. Procedural techniques were used to create textures in Nuke to drive dirt and color variation for the skin and jacket by loading in the various maps Udims as an image sequence.
Modelling and sculpting by Marco Hakenjos, fur and shading by Manuel Seifert.
Personal work