COMMERCIALS WORK
This page contains the majority of my TV commercial projects over the years.
The work below starts at most recent (top) to oldest (bottom).
Each project has a work breakdown description and gallery, of which each image contains further information on the shot(s) and video links where applicable.
METASCAPES - CHRISTMAS ANIMATION 2023
Role: CG Generalist
Company: IXOR VFX
Tasks: Lighting, Shading, Previsual, Some Modelling & Compositing
Software: Maya (Arnold), Nuke, Zbrush & Photoshop
I was tasked in late November 2023 with creating part of the Christmas animation for "Metascapes" based on a couple of stylized AI reference images. The project was very fast turnover and involved 23.5 days of continual work to deliver. My initial work included previsualising the first 18 seconds of the short, creating base environments for scale and parallax whilst also creating various camera animations to suite the concept environment. After the animation concept was established I liaised with the HOD to process purchased assets which would aid the project. The 100-ish assets I checked their suitability/formats, re-named (the folders were un-organised with little to no description so were checked one by one for content) and distributed to the other artists. After this process I was then tasked to focus on my own sequence which was the transition from trees to exterior workshop and camera flythrough the keyhole to the next artists shot.
For my workshop exterior animation sequence I completed all aspects except for the base workshop model/texture, base tree model & base mountain models, however textures, shaders and models were altered for all of these to best suite the clients request.
The entire sequence had to match the reference as best as possible with the time and base models we had so the result is very stylized with the lighting requiring 30+ lights and 30 light blockers to shape them closely to the concept.
This was the concept art for the workshop sequence. It was generated by AI and therefore has a very stylized and implausible lighting setup.
This is a final frame from my workshop animation composite. I completed this 8 second sequence in its entirety in approximately 16-17 days straight after initial completing initial project work for other shots. My composite breakdown can be seen in the link below which includes the transition to the next artists shot through the keyhole. Software: Maya (Arnold), Nuke, Photoshop, Zbrush
Metascapes Xmas Stylised Commercial
Workshop Sequence Compositing Breakdown
(Click The Image Below To Open A Video Link)
MATHEMATICS STUDIO
WORK GALLERY 2023
Contract Role: Supervisor CG Generalist
Company: Mathematic Studio (Paris)
Tasks: Lighting, Look Development, Modelling & Some Texturing
Software: Maya (Arnold + BOSS + MASH), Substance Painter, Photoshop & Nuke
I worked at Mathematics Studio (France/Paris) for a 6 month freelance contract remotely from London. During this period I worked on numerous projects providing different input and skills for each. This section will display stills & videos from a few of those projects. Further information for each project will be provided beneath each still/ video once selected.
Mathematics Project Examples - Stills
(Work Still Frames. Click An Image To See The Gallery & More Information)
Project: World Cup Rugby (France) Commercial 2023 "Meta Sponsor" Tasks: Lighting & Rendering + Some Texturing & Look Development (most of the work for the thin LV1 England character). Company: Mathematics Studio (Paris) The final commercial containing my lighting commercial, time stamps of shots and further description can be seen by clicking the link below.
Project: World Cup Rugby (France) Commercial 2023 "Meta Sponsor" Tasks: Lighting & Rendering + Some Texturing & Look Development (most of the work for the thin LV1 England character). Company: Mathematics Studio (Paris) The final commercial containing my lighting commercial, time stamps of shots and further description can be seen by clicking the link below.
Project: World Cup Rugby (France) Commercial 2023 "Meta Sponsor" Tasks: Lighting & Rendering + Some Texturing & Look Development (most of the work for the thin LV1 England character). Company: Mathematics Studio (Paris) The final commercial containing my lighting commercial, time stamps of shots and further description can be seen by clicking the link below.
Project: Kina & Yuk (French Independent Feature Film 2023). Shot Task: For this shot I was given around 2 days to completely re-build and shade the iceberg and water. This was to drastically change the look and make it much more realistic then before. I also changed the lighting from the previous artists work. Company: Mathematics Full length shots and plates with information can be seen in a montage video by pressing the link below.
Project: Kina & Yuk (French Independent Feature Film 2023). Shot Task: I had 1 day to create new shaders, displacement, animation and lighting for the background icebergs to create a far more realistic result then what we had previously. Company: Mathematics Full length shots and plates with information can be seen in a montage video by pressing the link below.
Project: Kina & Yuk (French Independent Feature Film 2023). Shot Task: I had 1 day to create new shaders, displacement, animation and lighting for the background icebergs to create a far more realistic result then what we had previously. Company: Mathematics Full length shots and plates with information can be seen in a montage video by pressing the link below.
Project: Kina & Yuk (French Independent Feature Film 2023). Shot Task: For this shot I was given just over half a day to completely re-shade the central iceburg and all the others except the nearest foreground. This was to drastically change the look and make it much more realistic then before. I also changed the lighting from the previous artists work. Company: Mathematics Full length shots and plates with information can be seen in a montage video by pressing the link below.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD & Texturing Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
Role: Lighting TD Task: I was tasked with lighting & rendering some of the character still poses to be used for various media images by META & World Cup Rugby. The initial lighting scene was setup but would need adjusting for each character and pose to different extents. Some characters required specific & custom ID passes for compositing. Company: Mathematics The link below is the TV commercial of which I lit 4 shots with 3 different characters. More information is in the video.
World Cup Rugby France "Meta" Commercial 2023 - Video
(Click The Image Below To Open A Video Link)
Kina & Yuk Independent French Film 2023 - CG Shots Video
(Click The Image Below To Open A Video Link)
CANDY CRUSH "SPIN" COMMERCIAL 2023
Role: CG Generalist
Company: Absolute Post
Tasks: Lighting & Rendering
Software: Maya (Arnold
During a short freelance contract (cover work) I developed and improved the base lighting setup for 2 shots on the "Candy Crush - Spin" commercial. I was tasked with updating the animation caches and integrating the CG as best as possible for the vibrant lighting setup in the commercial.
Candy Crush "Turn Your World Upside Down" Commercial 2023 - Stills
(Work Still Frames. Click An Image To See The Gallery & More Information)
Tasks: Shot Lighting Overview: For a short freelance contract I was tasked with lighting two of the shots in the commercial, using the base environment light setup and building apon this for shot specific lighting. Company: Absolute Post Software: Maya (Arnold) The final commercial can be seen by pressing the link below.
Tasks: Shot Lighting Overview: For a short freelance contract I was tasked with lighting two of the shots in the commercial, using the base environment light setup and building apon this for shot specific lighting. Company: Absolute Post Software: Maya (Arnold) The final commercial can be seen by pressing the link below.
Candy Crush "Turn Your World Upside Down" Commercial 2023 - Video
(Click The Image Below To Open A Video Link)
SKY MOBILE COMMERCIALS (x2) 2021
Role: CG Generalist
Company: Nineteentwenty
Tasks: Texturing, Look Development, Lighting and Modelling
Software: Houdini (Mantra), Maya, Substance Painter, Nuke & Photoshop.
Modelling, Texturing & Look Development Work: My primary asset work was the ferris wheel which took numerous weeks of feedback and iterations across all related disciplines to complete. I also completed other assets such as the beachball in the bus and a textured numerous other assets such as fairground stalls, awnings ect..
Lighting & Rendering: I worked on 10 CG grass replacement shots for the fairground only commercial, tweaking the base setup, painting grass scatter/ texture masks, then lighting and rendering for the comp team to blend with the on-set astro turf.
I setup and worked on one of the wider ferris wheel CG replacement shots, creating daily slapcomps which included compositing 2.5d actors into pods against the matte painting sky.
The CG beach ball I lit and rendered independently of the other CG in the bus shot and created a base composite.
Below you can find both commercials and a gallery of screen grabs from various shots I contributed too (lighting or assets).
When selected, each still has further description on the contribution and includes the software used.
Sky Mobile Commercials 2021 x2 - Stills
(Work Still Frames. Click An Image To See The Gallery & More Information)
Role: CG Generalist Tasks: I modelled, textured and did look development for the ferris wheel including specific ID creation. I also built the beach ball, including lighting & rendering of it in the bus. Extra tasks were texturing awnings for background shots. Software: Maya (modeling), Substance Painter, Photoshop, Nuke & Houdini (look development/ rendering). Company: Nineteentwenty The link below is a video of the final commercial, timestamps are beneath it with shot work contribution.
Role: CG Generalist Tasks: I modelled, textured and did look development for the ferris wheel including specific ID creation. I also built the beach ball, including lighting & rendering of it in the bus. Extra tasks were texturing awnings for background shots. Software: Maya (modeling), Substance Painter, Photoshop, Nuke & Houdini (look development/ rendering). Company: Nineteentwenty The link below is a video of the final commercial, timestamps are beneath it with shot work contribution.
Role: CG Generalist Tasks: I modelled, textured and did look development for the ferris wheel including specific ID creation. I also built the beach ball, including lighting & rendering of it in the bus. Extra tasks were texturing awnings for background shots. Software: Maya (modeling), Substance Painter, Photoshop, Nuke & Houdini (look development/ rendering). Company: Nineteentwenty The link below is a video of the final commercial, timestamps are beneath it with shot work contribution.
Sky Mobile Commercial "Fun Fair" 2021
(Click The Image Below To Open A Video Link)
(Work Contributions Are Timestamped In Link)
Sky Mobile Commercial "Board Walk" 2021
(Click The Image Below To Open A Video Link)
(Work Contributions Are Timestamped In Link)
"FREE FIRE" - GAME CINEMATIC COMMERCIAL 2020
Role: CG Generalist
Company: Passion Pictures
Tasks: Texturing, Look Development, Lighting and Some Modelling
Software: Substance Painter, Mari, Maya (Arnold), Nuke
This project was a game cinematic trailer for the update "Project Chrono" released in the video game "Free Fire" which I completed in 2020 with the trailer releasing in 2021. For this project I was tasked with primarily texturing, look development and lighting of which I will detail further below.
Texturing & Look Development Work: The Hero's yellow car, all the guns (including the rocket launcher), the futuristic hand grenade and various other background assets such as 4 cars, newspaper stands, rubbish objects (coffee cups. crisps, football) ect..
Lighting & Rendering: I completed the lighting for approximately 13 of the shots in the commercial. This included creating light specific reaction passes, FX layers and separating lights for specific CG elements and compositing control.
As an example the large slow motion explosion shot (pictured on the far left below) contained 16 light groups (lights rendered separately) and 12 or more render layers for different FX passes, environment, character and light interactions.
Modelling Work: I modeled the hero's glock handgun, the futuristic grenade, most of the the desert eagle (the design was altered by another artist later) and an unused sniper rifle asset.
Below you can find the final commercial, a few prop turntables and a handful of the still frames from the commercial. The still images named "Free Fire - Lighting Shot" are ones that I completed lighting for, the rest just contain my texturing, look development and modelling work (listed above).
FREE FIRE - "Project Chrono" - Stills
(Work Still Frames. Click An Image To See The Gallery & More Information)
Shot Contribution: Lighting & Rendering (Shots specified in image titles) + Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and an unused sniper rifle. Software: Maya (Arnold) & Substance Painter The link below is the final commercial.
Contribution: Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and base model for the unused sniper rifle. Software: Maya (Arnold) & Substance Painter A video of my hero assets work can be seen by clicking the link below.
Shot Contribution: Lighting & Rendering (Shots specified in image titles) + Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and an unused sniper rifle. Software: Maya (Arnold) & Substance Painter The link below is the final commercial.
Contribution: Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and base model for the unused sniper rifle. Software: Maya (Arnold) & Substance Painter A video of my hero assets work can be seen by clicking the link below.
Shot Contribution: Lighting & Rendering (Shots specified in image titles) + Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and an unused sniper rifle. Software: Maya (Arnold) & Substance Painter The link below is the final commercial.
Contribution: Texture and Look Development for: The hero's car, all of the guns, rocket launcher, grenade and various background assets such as newspaper stands, rubbish ect... Modeling: The Hero's glock handgun, the initial model for the desert eagle and base model for the unused sniper rifle. Software: Maya (Arnold) & Substance Painter A video of my hero assets work can be seen by clicking the link below.
FREE FIRE - "Project Chrono" Asset Turntables 2020
(Overlay Details Are Provided For Renders)
(Click The Image Below To Open A Video Link)
FREE FIRE - "Project Chrono" 2021 Release Trailer
(Overlay Text With Work Contributions Added)
(Click The Image Below To Open A Video Link)
ELECTRIC THEATRE COLLECTIVE
WORK GALLERY 2019
Role: Lighting & Look Dev TD / CG Generalist
Company: Electric Theatre Collective
Tasks: Lighting, Look Development, Tracking & Animation
Software: Houdini (Mantra), Photoshop, PFtrack & Maya
Whilst on a short freelance contract at ETC I worked on 2 projects, the first "Michelob" Beer I worked as Look Dev & Lighting TD and then for the "Apple" commercial I took on a more generalist role, below I will detail the information on both seperately below.
Apple "This Watch Tells Time" 2019 Commercial
Tasks: Object Tracking & Animation
Software: PFtrack & Maya
For this commercial I was tasked with object tracking the 2 I watches in the longer two person shot in which the camera zooms out of one iwatch, rolls back and then zooms into another mans watch. To achieve the object track for both I cut the plate into two different length segments and treated it as separate shots. Due to blurring both watches required large amounts of hand tracking keyframes of which I did using a provided iwatch CG model. To aid with tracking/splining the first section of the womans watch I actually reversed the footage before hand tracking every 5 frames, then every 2-3 before PFtrack was able to spline the rest.
My second task was to create a Maya environment with a proxy satellite object and to create a camera animation based on the clients description. I completed numerous passes of this animation and ended up using a key framed aim constraint which was parented to the satellite so that the cameras aimed focus was increased as it rose above the satellite and then weakened as it came back down to earth. I finished at ETC mid project so I could not confirm if my animation was used but the result looks the same as what I produced and I am credited on the ETC website for my work.
Michelob "Ultra" Beer Un-aired Commercial 2019
Tasks: Lighting & Look Development
Software: Houdini (Mantra)
This project was not publicly aired but I spoke with ETC in early 2024 about using it for my website portfolio archive and they said this is fine and assisted in restoring me a copy.
This commercial never went through a final grade so I have quickly applied a basic grade to the stills/ video of which was similar to the render view show LUT we were using.
For this project I was tasked with look development of the bottles, including creation of specific ID passes/masks for labels, fonts etc. I then went on to light most of the shots which had to consistently keep that "premium" beer shot still image whilst in motion.
For the lighting I was provided with an HDR but due to the dynamic nature of the commercial I had to create clean plates for each shot/ bottle to refraction/ reflect in a realistic manner.
ETC Commercial Work Stills Gallery
(Work Still Frames. Click An Image To See The Gallery & More Information)
Role: CG Generalist Task: I was tasked with creating the initial animation passes for the camera move which starts at earth and goes up and round the satellite before flying back down. I was not at the company when this commercial was still being worked on so I cannot confirm if my final animation was used but it looks the same & I created a camera with constraints in Maya. Software: Maya Company: Electric Theatre Collective The link below shows the final commercial with further description.
Role: CG Generalist Task: I was tasked with creating the initial animation passes for the camera move which starts at earth and goes up and round the satellite before flying back down. I was not at the company when this commercial was still being worked on so I cannot confirm if my final animation was used but it looks the same & I created a camera with constraints in Maya. Software: Maya Company: Electric Theatre Collective The link below shows the final commercial with further description.
Role: CG Generalist Task: I was tasked with creating the initial animation passes for the camera move which starts at earth and goes up and round the satellite before flying back down. I was not at the company when this commercial was still being worked on so I cannot confirm if my final animation was used but it looks the same & I created a camera with constraints in Maya. Software: Maya Company: Electric Theatre Collective The link below shows the final commercial with further description.
Role: Lighting & Look Development TD Tasks: Bottle Look Development & Shot Lighting. I completed look dev on both bottles, creating ID passes for the text & trims. I then completed lighting on most shots. The commercial was never graded or aired so I've applied a grade to these images and video which is similar to how it was meant to look in the end. Software: Houdini (Mantra) Company: Electric Theatre Collective The link below shows the final commercial with further description.
Role: Lighting & Look Development TD Tasks: Bottle Look Development & Shot Lighting. I completed look dev on both bottles, creating ID passes for the text & trims. I then completed lighting on most shots. The commercial was never graded or aired so I've applied a grade to these images and video which is similar to how it was meant to look in the end. Software: Houdini (Mantra) Company: Electric Theatre Collective The link below shows the final commercial with further description.
Role: Lighting & Look Development TD Tasks: Bottle Look Development & Shot Lighting. I completed look dev on both bottles, creating ID passes for the text & trims. I then completed lighting on most shots. The commercial was never graded or aired so I've applied a grade to these images and video which is similar to how it was meant to look in the end. Software: Houdini (Mantra) Company: Electric Theatre Collective The link below shows the final commercial with further description.
Apple "This Watch Tells Time" Commercial 2019
(Work Description Overlaid On Video)
(Click The Image Below To Open A Video Link)
Michelob Ultra Commercial 2019 (Unreleased)
(Work Description Overlaid On Video)
(Click The Image Below To Open A Video Link)
RUSHES POST PRODUCTION
COMMERCIALS GALLERY
2014-2016
This section displays stills from some of the commercial projects I worked on between 2014-2016 at Rushes Post Production.
My contribution and tasks are listed after selecting each image. Most stills will include a video link (at the bottom of the description after selecting the image) to the final commercial online.
I worked as a CG Generalist for these projects so they are a combination of solo and collaborative efforts with the other artists.
To enter the gallery select one of the images. Most images will have a "link" button beneath which will open a private video link with the final commercial. Due to the amount of images in the gallery you either need to scroll through them or press "show more" at the bottom to display all.
Tasks: Shaders, Lighting, Tracking, Animation and Rendering. Software: Maya (Vray), Photoshop & PFTrack. The sequence required the blending of multiple cameras (live action, to CG (pictured) then to a C4D/motion graphics camera) so it was quite challenging to work on, requiring blending constraints and animation between cameras. Company: Rushes The final advert with the CG shot time stamp can be found pressing the "link" below.
Tasks: Tracking (Camera & Object), Layout & Some Rendering. Software: PFTrack & Maya (Vray). The commercial had alot of CG interacting with real world so a good majority of the project involved carefully tracking cameras and object tracking robot standins to make sure the interactions and rendering were plausible. The commercial is viewable in the link below with timestamps in the description of shots I recall working on. Company: Rushes
Tasks: Tracking (Camera & Object), Layout & Some Rendering. Software: PFTrack & Maya (Vray). The commercial had alot of CG interacting with real world so a good majority of the project involved carefully tracking cameras and object tracking robot standins to make sure the interactions and rendering were plausible. The commercial is viewable in the link below with timestamps in the description of shots I recall working on. Company: Rushes
Tasks: Modelling, Shaders, Lighting and Rendering Software: Maya (Vray), Photoshop & Nuke. Company: Rushes
Tasks: Modelling, Shaders, Lighting, Animation and Rendering. Software: Maya & Nuke. Company: Rushes I created the end mobile sting for a "Leo Vegas" commercial. I also rendered some horizontal tracked phones to replace actors mobiles who were holding their phones vertically. This end sting was also recycled for further Leo Vegas commercials for a couple years after I created it. The final commercial can be seen clicking the "link" below.
Tasks: Modelling, Shaders, Lighting and Rendering. Software: Maya, Photoshop, PFTrack, & Nuke. The commercial required bottle replacements for a number of shots so the commercial could be re-used in another country. This required re-building and shading the new bottle, then object tracking and lighting it in to a variety of shots with actors interactions. Company: Rushes Final Commercial is linked below with timestamps in the description for my work with extra information.
Tasks: Modelling, Shaders, Lighting and Rendering. Software: Maya, Photoshop, PFTrack, & Nuke. The commercial required bottle replacements for a number of shots so the commercial could be re-used in another country. This required re-building and shading the new bottle, then object tracking and lighting it in to a variety of shots with actors interactions. Company: Rushes Final Commercial is linked below with timestamps in the description for my work with extra information.
Tasks: Shaders, Lighting, Animation/Tracking, Particles & Rendering. Software: Maya (Vray), PFtrack & Nuke. The client asked for the dentures to match the actresses mouth movements so it was a case of completing a head track and extracting some of the movement information from that to apply to the dentures. Company: Rushes The final CG shot can be see by clicking the "link" below.
Tasks: Shaders, Lighting, Animation/Tracking, Particles & Rendering. Software: Maya (Vray), PFtrack & Nuke. The client asked for the dentures to match the actresses mouth movements so it was a case of completing a head track and extracting some of the movement information from that to the dentures. Company: Rushes The final CG clips from the commercial can be found edited together in the below link. Password: polygrip
Tasks: Lighting, Tracking and Rendering. Software: Maya (PRman), PFTrack, 3DE & Nuke. The original shots me and the team worked on in 2014 were for a short film / music video titled "Pure" by the rap group "Last Night in Paris". The VFX I worked on was the integration of the alien bug which required camera/object tracking and lighting. Company: Rushes The CG shots on their own can be viewed clicking the "link" below. The description under the video contains another link to the full film.
Tasks: Lighting, Tracking and Rendering. Software: Maya (PRman), PFTrack, 3DE & Nuke. The original shots me and the team worked on in 2014 were for a short film / music video titled "Pure" by the rap group "Last Night in Paris". The VFX I worked on was the integration of the alien bug which required camera/object tracking and lighting. Company: Rushes The CG shots on their own can be viewed clicking the "link" below. The description under the video contains another link to the full film.
Tasks: All CG (including some rigging). Software: Maya (Vray). A photoreal "Always" product I created and animated for one of their "BodyForm" campaigns around 2015-2016. I believe the final renders were used for animated website banner advertisements of which I animated to match the movement of a ballerina which was then composited next to the product. Company: Rushes
Tasks: All CG (including some rigging). Software: Maya (Vray). A photoreal "Always" product I created and animated for one of their "BodyForm" campaigns around 2015-2016. I believe the final renders were used for animated website banner advertisements of which I animated to match the movement of a ballerina which was then composited next to the product. Company: Rushes
Tasks: Assets work, looping procedural animations & Public demonstrations. Software: Maya & Unity. This project was a virtual garden for Cancer Research to present at a national televised flower show at Hampton Court. My tasks were completed in Maya and then exported for Unity. I also attended private testing as support for the producer. Company: Rushes The final 360 enabled video which was played on VR headsets at Hampton Court Flower Show 2016 can be viewed by pressing the link below.
This is a picture from the actual garden in 2016 created at Hampton Court in which the VR Experience was demonstrated to members of the public throughout a few days. Company: Rushes The 360 video shown to attendees can be viewed in the link below.
Tasks: CG Rain Software: Maya (Mental Ray) & Nuke CG rain was created via multiple cache's with Maya particles and rendered, the passes were composited together to give greater density and control with the shot. The final comped rain was then handed to flame to be added to the final sequence. Company: Rushes Commercial viewable in link below.
Task: CG Rain Software: Maya (Mental Ray) & Nuke CG rain was created via multiple cache's and rendered, the passes were composited together to give greater density and control with the shot, the final comped rain was then handed to flame to be added to the final sequence. Company: Rushes Commercial viewable in link below.
Tasks: CG Rain Software: Maya (Mental Ray) & Nuke CG rain was created via multiple cache's with Maya particles and rendered, the passes were composited together to give greater density and control with the shot. The final comped rain was then handed to flame to be added to the final sequence. Company: Rushes Commercial viewable in link below.
Tasks (Some of all): Modelling, Layout and Shading Software: Maya (PRman). This still is one of the "print" images from our work on revolving kitchens for Ikea in which they used the CG in a TV commercial, their website (interactive revolving kitchen menus) and print advertisements. The full length CG animation can be seen in the link below with another link in the description for the TV commercial. The still above was printed in the metro newspaper. Company: Rushes
Role: Roto Artist Task: Whilst inbetween other projects I assisted the MGFX with rotoscoping that they needed done so they could use it in their creation of the Maigret Title sequence. Company: Rushes Post Production
Tasks: All 3D Elements and Compositing. Software: Maya (Vray + BOSS) & Nuke The fluid was created in Maya using the newly added Bi-frost (at the time). Company: Rushes The final result can be seen by clicking the link below.