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LaidlawFX
Technical Artist
Technical Artist
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FloqFX Project: Wildest Weather in the Solar System was the first stereo planetarium show for National Geographic.

The first section are selections of some of my shot assignments. Where I did layout, modeling, texturing, shading, volumetric, rain, effects, animation, lighting, and rendering.

The following section is on digital asset management with a few of the 60+ assets that were used for the show that I managed. This task also included building and managing the asset pipeline so that they were all commonly controlled whether models of effects, organized, and optimized for displaying and rendering, co-habitat with their Maya counterparts, and sustained updated in a fluid manner.
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Psyop Project: This is a project where we created three international broadcast version for the American, Canadian, and French audiences. This was hybrid project where we worked between Real Flow and Houdini to create the fluid effects.
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MPC Project: Working with volumetrics, lighting and rendering on a commercial for Tobacco Free CA: Secondhand Sally. This was a project at MPC where we used Houdini to create a smoke creature from the cigarette, fly through the house, and creepily hang over the baby int he cradle. We used the geometry elements from a skeleton and lots of curl noise.
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Rhythm & Hues Project: This is work done on R.I.P.D. from 2011 to 2013. Over the course of the project my job title changed several times as departments finished their works and I rolled on to the next phase of development. I original did rudimentary R&D, built all the shaders for the show, did several fx libraries for the show including car crushes, store front, general impact dust, and cheap rebar setups. Through out the show I maintained/optimized/bug fixed the pipelines for crowd, vector displacement, look development, FXs, and Lighting.
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Created lightning in the pipes.
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Worked on rendering of all the Pyro FXs. Focused on the Fuse and R&D other effects.
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A compilation of my commercial work as of the end of 2013.
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Lighting, shading and rendering optimizations for production.
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This is the last in game vignette for the end of Halo 5. I worked on the constructor swarms and the ice breaking.
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This is a compilation of work done by the Dynamic's Team for Halo 5: Guardians.
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