Freelance contract for ‘Neverstop’.
Interior visualisation for a rebranding of ‘TopShop’
Freelance contract for ‘Neverstop’.
Interior visualisation for a rebranding of ‘TopShop’
Freelance contract for ‘Start Creative’.
Visualisation of Virgin Galactic’s proposed spaceport
Visualisation of Luella Bartley’s GO! tour bus, created in SketchUP. The old ‘Routemaster’ buses were being sold off by TfL, and the idea was to host a mobile fashion boutique inside one.
Freelance contract for ‘FlamingCGI’
Visualisation of the Theatre District in ‘Bawadi Square’, a proposed district of Dubailand.
Freelance contract for ‘FlamingCGI’
Aerial Timelapse of ‘King Abdullah Economic City’
Aerial views of ‘King Abdullah Economic City’, Saudi Arabia – the industrial valley, King Abdullah port, and the educational zone. Base render by others.
Illustration commission for ‘ImagineFX’ magazine. My initial sketch used a regular model T Ford (though still with the Gorilla in the back seat) – but this was thought to ‘Not be Sci-Fi enough’.
Vehicle design in SketchUp. The tool is not an organic modeler, nor an animation tool – but it is surprising how far it can be pushed. The characters are rigged and posed entirely within SketchUp itself.
Noah’s Ark concept – pitch for Rushes
‘Scylla Attacks the Odyssey’. Entry to the CGSociety challenge ‘Steampunk Myths and Legends’.
Painting progression of ‘Steampunk Myths and Legends’
Sketchup models constructed for ‘Steampunk Myths and Legends’. Was published in ‘Creer avec SketchUp’, a french-language book that showcased the different uses of SketchUp in various industries.
My concept work tends to start in SketchUp for basic massing and perspective, and is finished in a combination of Painter and Photoshop.
Recently I’ve been experimenting with alternatives – Affinity Photo instead of Photopshop, and Krita instead of Painter. Both seem pretty promising.
Trailer park interior for ‘PaintingPractice’. Based on an idea by Dan May.
Swamp house concept, based on a base render from ‘Vue’.
Town square checkpoint. Done for an art test that subsequently turned out to be a scam (sigh), but it produced a painting I’m quite happy with.
‘Skimmer’
The largest castle set extension
Approach to ‘Ballycarbery Castle’. Plates were shot at the (much smaller) castle ruins at Rock of Dunamase, and significantly extended with matte paintings.
The view from the top of the castle tower. As with the rest of the film, there have been some VERY major liberties taken with the geography of Ireland…
Night shot of Boston Harbour, all digital. Was meant to have a ‘magical’ look, but wasn’t really in keeping with the surrounding shots, and ultimately never made the final cut.
Boston Marina – another shot that could have been filmed on location, but was actually a greenscreen in Ireland.
Cinesite was a Nuke-based facility, and I’d been using Fusion for several years. I had to switch over very quickly!
Boston Park
Despite the entire opening sequence being a relatively uneventful Boston commute, neither the crew nor Amy Adams (the lead) ever went there. All the backgrounds are digital, and most required the addition of slushy snow.
Boston Apartment Skyline. The script called for the apartment (despite being on a higher floor) to feel crowded by the surrounding buildings.
At last count, there were 29 different tools in use within the department, but these are the ones I was instrumental in bringing into the company, or integrating into the pipeline.
Sully – 2016
I came in at the end of this show to create only a few paintings – the biggest an aerial shot of New Mexico. The base is a Digital Elevation Model (DEM) rendered in Terragen, with significant paintwork over the top.
The Finest Hours – 2015
I was again lead artist on this show, as well a HoD of the whole of the Vancouver environments department. I created several coastline matte paintings for this show, as well as some skydomes. This is one that I worked on at a rate of about 1hr/week for the duration of the show – a fully digital grass bank, blowing in the wind.
This was the one matte painting I did for ‘American Sniper’ at the very end of the show, along with Laurie Kindiak. The base render was the same city model created for the aerial shots, and the MRAP and wall were rendered by the lighting department.
American Sniper – 2015
I didn’t lead this show, but (along with Scott Eade, the head of layout), I supervised the construction of Sadr City, Baghdad as a fully digital environment. The 9km² that was required for this sequence was laid out using Modo replicators, and rendered using Modo’s native renderer.
Monster Trucks – 2015
I didn’t have a lot of involvement with this show until the very end. As is often the case for a HoD, I got involved with some of the ‘stragglers’ – the problematic shots that hang around at the end of the show, or the shots that have large, last minute notes.
300: Rise of an Empire – 2014
I was lead artist on this fast-turnaround sequence, the sacking of Athens. I created two panoramas of the city – one during the day, and one at night.
Two quick matte paintings for ‘Fast and Furious 6’ (2014) – a tunnel set extension, and replacement of the road and lights at Wembley Stadium.
Another of the few shots I completed myself for ‘Jersey Boys’ – a Matte painting / set extension of Coney Island amusement park. Wheel and roller coaster were rendered in Modo, with models and textures by Corey Sewell and Aline Nordmark.
Jersey Boys – 2013
This was my first show as CG supervisor, working with Greg Butler as VFX supe. I oversaw the creation of around 120 shots, which wasn’t a large number – but were split across around 20 sequences, with only a handful of shots in each. This is one of the few shots I worked on personally – the bowling alley sign which gives the band it’s name.
Seventh Son – 2013
The first project I lead from the beginning. The bulk of the shot work I did on the show was a single 800 frame shot – a 50 year timelapse of the Alberta Badlands. I created the timelapse clouds in Terragen, texture variants for the landscape, and also rendered HDRI spheres for the lighting department to use.
Elysium – 2012
While Image Engine and WhiskeyTree did the bulk of the work on this show, MPC was awarded the shuttle crash sequence. This is the most substantial matte painting, based on a Vue render. Around this time I was made HoD of 3DDMP and Environments as MPC Vancouver.
Jack the Giant Slayer – 2012
I created the FG forest in ‘Vue’, as well as projected matte paintings of Jack’s farmhouse.
Dark Shadows – 2011
I was made lead artist for the first time mid-way through this show, when the existing lead left. I set up the WPP (world position pass) projection templates for the cliffs, as well as the Liverpool docks skyline. I also created the cliff-top as a matte painting, and used a script to re-create a Vue forest ecosystem as a card setup in Nuke.
A lot of the work on this show was turning exterior shots (from Ireland) into the fantastical landscapes of ‘Neverland’. Many of the forest shots were supposed to contain deep canyons with natural stone bridges, but were simply shot with cones or small pieces of bluescreen on the ground.
Rocky islands DMP, done in collaboration with Rose Wang. Concept obviously inspired by Ha Long Bay.
This is probably the fastest-paced show I ever worked on. Most matte paintings were done in less than a week, and many in only a couple of days.
One of many forest interior matte paintings, based on Vue renders
Matte painting of the Tree Spirit colony on fire. Flames and smoke were added by the FX artists.
Another matte painting of the ‘White Wood’. In all the concept art, the tops of the trees were never seen (even in the distance), which wasn’t practical in this shot. Tree renders done in ‘Vue’.
Edge of the ‘White Wood’. Was meant to be an ‘epic landscape’, but the plate was rather limiting.
Concept art for the initial view of Fludd’s city – every building is meant to be formed or grown out of giant trees.
Establishing shot for Dr. Fludd’s city
Concept art for Fludd’s forest city. Model and base render by Gavin Jung and Remo Weiland.
First shot of the ‘White Wood’ environment. The simple sets and the odd design for the forest made these shots very tricky to create.
Sky replacement and horizon extension. I didn’t create the ship, but did composite it for this test shot.
Concept and DMP for the forest in the opening sequence
London skyline for the final sequence of Episode 1, seen from the rooftops of Victoria embankment. Time was meant to be around 1900 – and unusually for an aggressive TV schedule, I had the time for some historical research. Blackfriars bridge is on the left, and straight ahead is what is now the ‘OXO’ tower.
Another angle of the London rooftops, with St. Pauls Cathedral in the far background.
London Skyline reverse angle. I didn’t realise how defocused the final shot was going to be, and put in a ton of detail that was never seen. Base building geometry by Remo Weiland.
Lotus Defense Corps Headquarters from Ep. 2 ‘Uprising’.
Architecture of the main buildings is loosely based on the old ‘Apple’ campus.
Graveyard DMP for Will’s vision in Episode 6.
Establishing matte paintings of the eponymous ‘Icebreaker’ in Episode 7, stranded in the Bering Sea. Base renders of the ship were provided, and the surrounding icebergs were scattered in Vue.
When I started, Anthem had one very old license of Vue, but were kind enough to upgrade it for me, and I made VERY heavy use of it during my time there.
Icebreaker at dawn (the ‘hopeful’ shot at the end of the episode). I don’t think this made the final cut.
Cyclorama for all the icebreaker interior shots
Concept for the Buenos Aires hotel in Episode 10 ‘Acolyte’
Concept for destruction of the Elizabeth Tower (‘Big Ben’)
Concept for the Triffid battle in parliament square
Concept for post-destruction London. Final matte painting was done by RodeoFX.
Concept for the Triffid ‘Orchard’. Based on initial artwork by the art director, Dan May. I wrote a script for SketchUp to transfer cameras into Vue, so the camera lineup could be done using SketchUp’s camera match feature, and the final renders could be done with Vue.
Another angle of the Triffoil facility destruction. Build architecture is inspired by a water treatment plant close to Heathrow airport.
Post Triffid outbreak DMP
Triffoil refinery establishing shot. Source renders of the main refinery building provided by others.
Freelance contract for ‘Rushes Film and TV’
Not a high-brow project, but very good fun to work on. All the artists had a lot of creative freedom, and the director (Phil Claydon) was great to work with.
Stages of the ‘Town Street’ illustration for the Film’s prologue. The sequence was meant to have a comic-book feel, so these illustrations were used as backgrounds in the actual film, rather than concepts for a more photo-real painting.
Only direction given was ‘a Crazy Alchemist’s Lair’, so I had a lot of creative freedom.
SketchUP has it’s roots as an architectural modeler, so creating the vaulted ceilings was easier than I expected.
All of the illustrations were done using a combination of SketchUp and Painter. The aerial forest matte painting was given to me as a challenge – it was far larger than anything I’d ever done before. I learnt ‘Vue’ in a weekend, and then came in on a Monday to do the shot.
Forest track illustration, also for the title sequence
Illustration test of Matthew Horne as ‘Jimmy’. The director was hoping to have a fully illustrated poster commissioned, in the style of the old hammer horror films. This was my pitch for me have a go at it.
Concept for the movie’s poster
Storyboards for the final shot
‘Cragwich Forest’ aerial shot – the first time I used ‘Vue’ in production, as well as the first full establishing of my career
One of the key ‘looks’ of the documentary was to use Scanning Election Microscopy (SEM) images for any shots within the body. As SEM images are basically depth maps, I used them as displacement maps within ‘Fusion’ to create pseudo-3D scenes. Combined with extreme depth of field and false colour effects, the results were very effective.
Freelance contract for ‘Rushes Film and TV’.
Human Body: Pushing the Limits was nominated for an emmy for ‘Outstanding Special Visual Effects for a Series’ in 2008
Main marketing and publicity image. Needed to be 6K, so I up-resed the textures used for the bones and muscles on the hero human model, as well as scattering the smaller rocks. I then painted over the final renders, adding detail to the rock surfaces, as well as the background and dust.
More shots using the SEM displacement technique I developed. Close-up of the fovea (the most sensitive part of the eye), and the spinal cord.
‘Shake’ had just been discontinued, and Rushes decided on eyeon ‘Fusion’ as a replacement. I made heavy use of Fusion’s 3D compositing functions on this show, including particle systems (for the Tornado) and displacement (for the SEM effects).
Texturing for the ‘Spider Vision’ in the spider bite sequence.
Cave mouth DMP. Shot in Bourne Woods, near Farnham in the UK. It’s such a popular filming location that there were lots of set pieces from other shows handing around – the random junk in this plate was from ‘Band of Brothers’.
Second ‘Tornado aftermath’ matte painting. Classic (read: cheesy) backlit DMP sunset.
Tornado aftermath – corn field and sky extension.
Cliff edge set extension for the ‘Rock Fall’ sequence
VFX storyboards for the Tornado impact sequence in Episode 1
‘Supercell’ matte painting for the ‘Tornado’ episode. Miniature trailer from ‘The Model Unit’. Source photo for the supercell from ‘Extreme Instability’