showreel 2015

Breakdown below

AVAILABLE: JANUARY 2016

Shot Breakdown

dawn of the planet of the apes

Full Texturing and Lookdev of a full CG Set mimicking existing on-set

and extending. Texturing & Lookdev for Ground, Rocks, Moss,

static water with seaweed



Full Texturing and Lookdevelopment of a CG Set Extension.

Front Rails, platform and front Pipes at the tail end of the shot were onset.



iron man 3

Texture Painting for 1 of 3 sections of Crane.

Part of a 3 man team painting the Crane (one person per section of crane). Work was done within a shader template defined by Lead artist, though I did additional lookdevelopment work for destroyed/burned look of crane later on as well as BG buildings



Texture Painting and detailing for visible crane elements


superman: man of steel

Full CG Body Replacement on Russel Crowe with CG Armor.

All Texture Painting on suit of armor. Initial Lookdev pass by Shader TD

then finalized by me.



Full CG Foreground set Texturing & Lookdev, with partial projections

Projection of MattePaint Elements onto exploding terrain and additional

work on top



All Texture Painting and Lookdevelopment on full CG environment 'Black Zero Bridge'

On set was limited to centre of bridge.


the hobbit trilogy

Texturing & Lookdev on full CG Ground/Terrain

Texturing & Lookdev on Full CG Cottage.



Full CG Set.

Texturing & Lookdev of Ground, rocks,roots,vines



Full CG Set.

Texturing & Lookdev of Ground, rocks, roots (minus small mushrooms)



Texturing & Lookdev of Hedgehogs



Full Texturing & Lookdevelopment of a CG set.

On set were parts of the floor only.

Texturing was done largely procedural.



Full Texturing & Lookdevelopment of a CG Set.

No onset was used in the shot.

Texturing was done largely procedural.



Full texture painting & Lookdev of all visible Architecture elements.

Lookdevelopment only of surrounding cliffs (shader, tiles), then handed off

to other artists for mask painting.



In charge of lookdevelopment & texturing for all architecture elements.

Texture painting for majority of assets, though additional mask

support for individual elements (snow mask cleanups etc.) was given

by another artist.



In charge of lookdevelopment & texturing for all visible architecture elements.

Additional mask support for big fortress (snow mask cleanups, masking of damaged bricks) was given by another artist.



All Background Rock/Brick Architecture Texturing & Lookdevelopment


walking with dinosaurs

Turntables & production renders can be found on the dedicated Page

Texturing, Lookdev & Scultping of Horns, Beaks, interior Mouth etc.

'Base Horns' were then integrated with Body by other artist.

Some work in progress renders can be seen on my dedicated page.


coca cola polar bears

Turntables & production renders can be found on the dedicated Page

All environment texturing & lookdev (frozen lake, snow dunes)



In charge of all environment material lookdevelopement (snow, ice, blue ice).

Handoffs of Shader templates to other artists.

Own Texture Painting & scultping on snow & ice banks in FG and left side of environment.





All environment texturing & lookdevelopment except ice boulders


legend of the guardians

Turntables & production renders can be found on the dedicated page

Texturing & Lookdev of all Background trees & all foliage.

Part of 2 man team painting hero tree (painted lower part near ground)



All environment Texturing & Lookdevelopment



All Environment Texturing & Lookdevelopment



All environment texturing & lookdevelopment