I was the Creature FX Lead on this amazing show.
My responsabilities were:
– A Minecraft Movie – the first project at the company to adopt a full Houdini workflow for grooming and dynamics, guiding the team to develop over 30 photorealistic character setups featuring hair, feathers, muscles, fat, rigid bodies, and cloth.
– Led, supervised and mentored a team of artists during asset development and shots, fostering collaboration and delivering high-quality results.
– Designed and developed new tools and workflowss in Python and C++ to streamline processes and enhance production efficiency.
– Designed and implemented new Houdini pipeline and workflows for VFX shows.
– Designed and implemented workflows to ensure seamless integration of hair grooms from diverse vendors.
– Troubleshot and resolved technical issues faced by the team, minimizing downtime and ensuring smooth production.
– Proactively researched and introduced new tools and methodologies to elevate the department’s capabilities.
– Worked closely with modeling, rigging, look dev, lighting and dev departments. To create photoreal creatures/digi doubles.
– Developed digi double and photorealistic creatures grooms and dyn setups.
– Shot work simulating hairs, feathers, muscles, fat, rigid bodies and cloth.
– Assets and shot bidding.
– Facilitated daily “Tech Talk” sessions to mentor team members, resolve problems and promote knowledge sharing.
– Distributed and organized team workloads, optimizing productivity and maintaining project timelines.
– Present the team work to the supervisors in dailies.
– Analyzed cost implications of requests or changes and notified production.
Trailers