Amelie Zunk - Demo Reel 2020
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Hello,
Here is some of my more recent work.
I have to say I am so grateful to Zoic for giving me these opportunities and to the amazing artists, leads, production, tools and pipeline magicians, who've taught me many things along the way and inspire me to continue growing. Thank you!
Shot Breakdown:
Stargirl (2020) - Hollywood Hills shot
- Scene management and optimization
- GI baking for cheaper renders
- Proxy car animation setup
- Lighting
- Shading - Hollywood sign, radio tower, BG & MG buildings, streets, trees
- City tree and roof gak scatters
Legends of Tomorrow (2019) - Circuit Board shot
- Scene management
- Lighting
- Some lookdev
Stargirl (2020) - Winter Environment shots
- Scene management and optimization
- Winter environment including all vegetation and snow element creation
- Tree scatter and flexible fly path creation using MASH falloff objects
- Lighting
- Procedural animated bump to enhance cloth feel of flag over existing sim
Legends of Tomorrow (2019) - Avalanche shots
- Scene management and optimization
- Lighting
- Avalanche volume lookdev
- Render optimization
Legends of Tomorrow (2019) - Evil Unicorn shot
- Lighting of dynamic elements in Houdini
Stargirl (2020) - Amplifier Room shots
- Procedural concept and asset build of amplifier room
- Shading
- Lookdev
- Render optimizations
Stargirl (2020) - Wild Cat Diamond Suit shot
- Procedural diamond scatter and animation
- Diamond shading, lookdev and lighting
Once Upon a Time (2017) - Ogre shots
- Lighting
Stargirl (2020) - Floating Debris shot
- Lighting
- Shading
Stargirl (2020) - Rubble Hallway shot
- Debris scatter
- Texturing
- Shading
- Lighting
- Lookdev
Once Upon a Time (2018) - Fracturing Ceiling shot
- Matched Houdini (Mantra) lighting of fracturing ceiling to Maya (VRay) render of intact ceiling
Legends of Tomorrow (2019) - Dragon shots
- Lighting
- Shader debugging
Stargirl (2020) - Corn Field shots
- Corn field scatter
- Procedural corn stalk animation
- Shading
- Lighting
- Lookdev
Legends of Tomorrow (2019) - Deamon Head shots
- Procedural blendshape animation
- Lighting
Once Upon a Time (2017) - Pinocchio shot
- Lighting
- Some cloth shading and lookdev
Once Upon a Time (2017) - Dance Hall shot
- Hall asset modeling, texturing, shading, lookdev
- Lighting
Once Upon a Time (2018) - Mountain shots
- Scene management and optimization
- Modeling
- Mountain Assembly
- Shading
- Lookdev
- Lighting
Once Upon a Time (2018) - Maze Vegetation Room shot
- Scene management and optimization
- Vegetation creation, shading, lookdev, procedural wind
- Lighting
Once Upon a Time (2018) - Bajou Bog Environment & Alligator shots
- Scene management and optimization
- Vegetation scatter
- Shading
- Lighting
- Lookdev
- Fog
Once Upon a Time (2018) - Evil Queen castle & Forest shot
- Forest environment
- Texturing
- Shading
- Lighting
- Lookdev
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