Banging on about Mash

Finally I arrive at artist friendly interface and workflow with Maya. This combined with some of the stuff I have already learnt has put me in a position where I am realising stuff that I really want to do is at my finger tips rather than off in some obscure place in the far distance that I will need to fight tooth and nail to get to. Here is the first test of a scene. I built the gallery space some time back. Since getting to grips with the mash node, I have now opened a pandora's box of possible objects, collections, arrangements, growths and who knows what else to put within it. 

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New Showreel 2017

It's taken a lot of time, in-between jobs, and after normal working hours getting this out this year but now I am pleased to say it is completed. Included are some personal projects and some clips from commissions or collaborations. 

Ident for Plunge Productions

Plunge Productions are prop-makers and "providers of creative and design services". A recent project of theirs involved building a life size sculpture of Benedict Cumberbatch. Their website www.plungeproductions.com will tell you more of their incredible projects).  

The brief for this ident was to create a short animation to head video content that they wanted to put online. The ident of course needed to show their elements of the design and production process they considered crucial to their business. Drawing, computer aided design, and the actual construction of the final designed project. Early on in discussions with Plunge the idea of using a scaffolding set-up to emphasize the physical making process of their work told hold of our imaginations..... 

Landscape Architecture showreel for terra firma

This is the conclusion of several months working as a freelance artist for terra firma Landscape Consultancy who are based in Petersfield, UK and have off-shoot offices in London, Vilnius, and Dubai. 

I filmed on location on various sites in the South East, and created two CG visualisations of other sites (skip to 2:30 to see). These visualisations were steep learning curves for me, as the significant amounts of grass, plants, bushes and trees presented significant challenges within Maya. However, I must give credit to Alex Alvarez of the Gnomon workshops for giving comprehensive tutorials on this subject enabling me to push ahead fairly capably. The final results I am please with. I would liked to have had more rendering capacity, but the intensity of the scenes with instanced grass and trees and proxy files ultimately involved billions of polygons and in the time and budget available a beauty pass, with depth was all that could be completed.

I could go into a much more indepth explanation but other work must prevail. If you would like to know more drop me an email.  

Film of just the CG work to follow.