Generalist Skills


Modeling Video (click to start, 1:12 Min) Organic and Hard Surface Modeling examples: Edge loops, anatomically correct deformations. Displacement and normal maps. Low polygon modeling, high polygon subdivision and sculpting.

Rigging & Skinning

Rigging & Skinning Video (click to start, 0:52 Min) Two characters, rigging using controls, skinning using Maya Muscle and nCloth and facial expressions using blendShapes.


Texturing Video (click to start, 0:46 Min) Two examples of PBR texturing, based on UVW, and interacting with lighting and compositing in render time.

In these examples, you can see how the textures, applied to shaders, show up again later, once rendered as passes, in compositing, allowing a second, more accurate, grading pass and interacting with masks and visual effects.

Texturing Infographic
In this infographic, you can see the interaction between PBR textures and the shader's node tree of an organic Character (face). Notice that I used four different maps for Reflections and three for Subsurface Scattering.

Additionally: Take a look at my Character Demo.


Compositing Video (click to start, 1:11 Min) Four breakdowns of compositing process.

Basing the renders on concepts, via layers using passes (e.g. diffuse, ambient occlusion, reflection, subsurface scattering, etc.), I export my scenes' pixel information using 32 bit exr format. This dynamic range resolution allows me to composite the scenes in a photo-realistic fashion and apply nodes and filters by rendering vector passes, e.g. motion blur or depth of field, in a fraction of the time compared to rendering directly on each frame.

Compositing Infographic
This infographic shows the node tree of a typical composite and how each node performs a specific task in the final, graded shot.

Take also a look at Character Demo, Environment & Props Demo and Visual Effects Demo.