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Jordan Walsh : démoreel VFX

Temps de lecture : < 1 minute

Jordan Walsh présente sa nouvelle démoreel VFX, avec des plans réalisés pour Ghost Rider 2: L’Esprit de Vengeance, Ted, Killer Elite ou encore Australia.
Logiciels utilisés : Maya, 3DSMax, Nuke, 3Delight , Vray, Krakatoa, FumeFX, PFlow Box2+3, Rayfire.

Breakdown :
Ghost Rider Spirit of Vengeance:
As Senior FX Artist i was responsible for:
Fire, smoke and Particle FX and simulations using 3DSMax, Vray, FumeFX, Krakatoa and PFlow Box 2+3.
FX Pre-comping in stereo using Nuke.
RnD, tool development and FumeFX preset creation for the Hell Skull and Hell Bike assets.
Creating the tools allowing for FX shot building, FumeFX Asset system and FumeFX network simulation.

Ted:
As a Lighting TD I was responsible for:
Lighting and rendering using Maya, 3Delight and Vray.
Lighting Pre-comping in stereo using Nuke.
Creating the tools allowing for Lighting shot building, and streamlining the Lighting pipeline in Maya.
Modelling, texturing and shading props as needed for shots.

Killer Elite:
As FX Artist I was responsible for:
The creation of particle FX, simulations and rendering using Maya, 3DLight, 3DSMax, Vray and FumeFX.
FX Pre-comping using Nuke.

Sanctum:
As FX Artist and Lighting TD I was responsible for:
The creation of particle FX, simulations and rendering using 3DSMax, Vray and FumeFX.
FX Pre-comping in stereo using Nuke.

Don’t Be Afraid of the Dark:
As Lighting TD I was responsible for:
Lighting and rendering using 3DSMax and Vray.
Lighting Pre-comping in stereo using Nuke.
Creating the tools allowing for Lighting shot building, and streamlining the Lighting pipeline in 3DSMax.

Australia:
As FX Artist I was responsible for:
RnD and look development for smoke plumes and various other smoke and fire effects using 3DSMax and FumeFX.

Pompeii:
As Lead FX TD and Pipeline TD I was responsible for:
The creation and look development of fire, smoke and destruction FX in a stereo environment using 3DSMax, FumeFX, Rayfire, PFlow Box 2+3.

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