Brian Lee Arts Banner - Sky City sketch
 

Brian F. Lee Compositor/VFX

   

Demo Reel 2009

     

    Demo Reel Shot Breakdown

  1. Snow canyon
    Using Photoshop I created a matte painting of a snowy canyon from a still image of a desert canyon road. Photoshop was used to simulate the ground snow, trees, foliage, and background image. I used After Effects to create the falling snow, moving clouds, mist, color correction and to track the rear lights on the car as it drives away. I used a friend’s model and textures for the CG Audi (car).  I used several render passes including a reflection pass, an ambient occlusion and a beauty pass.
  2. T-shirt
    With After Effects I rotoscoped out the actors shirt as he walked through a crowded party scene. A large amount of the shirt was able to be keyed out. I then tracked the shirt and animated 2D graphics to attach to the track.
  3. Dorito
    I took the live action footage and modeled, textured and animated a 3D Dorito (Maya) to float through the scene. Once rendered in Maya I added a time warp through After Effects to get the slow motion appearance. Animated masks were used for the particles.
  4. Face Burn
    Boujou was used to track the actors face. With Maya I was able to create the different layers of tissue and bone. I first created a skull and used a transparency maps to distinguish the part of the skull I chose to be visible. This same method was used for the muscles gums and burnt skin. I created texture, specular, and bump maps using Photoshop to texture the different layers.
  5. Building Explosion
    Tracked live footage in Boujou. Created a cg building in Maya, and used Maya dynamics and key frames to animate the debris from the explosion. Maya fluids and some live action footage created the fire and smoke. Afterwards I used some basic shaders to match the architectural textures of the live action buildings. The lower building below was modeled in order to mask out the explosion and the cg building. Before rendering I lit the building to match the lighting scheme of the live action footage. The Composite was done in after effects where I finished the piece with a color correction. The correction was made with the attempt to create environmental depth and daylight appearance.
  6. Lighting Enhancement (Bushido)
    After Effects was used to track the live action footage and then glowing lights were added to the track. The interactive lighting on the face and the clothes came from a luma-matte on the alpha channel and a couple simple animated masks.
  7. The Platypus
    after shooting the footage, I digitized it in Final Cut Pro I then brought the sequence into Boujou and tracked the movement. I masked out the water and tracked the remaining footage. I then took the track into Maya where I built the geometry that was going to either accept a shadow or cast one on to the animated platypus. After I attached the geometry to the track I gave it to one of the animators on the crew. Once I got the animation renders back I began color correction and compositing through After Effects.
  8. Woodchip & the Dragon fly
    For this project I used much of the same process as the platypus, the only difference was that I designed modeled and animated the characters, a reflection and particle pass was also added in the mix. I used shake to composite these elements together.
  9. Skin distortion
    I brought the footage onto an image plain Maya. I built a 3D leg that matched the actress, added a simple rig and tracked/animated the model to the footage. I used a surface flow to get the particles to fallow the form of the leg. Once I got the right look I t rendered a particle pass. I brought the render into After Effects. I used the alphas of the particles to create a mask and added a glass texture to the alphas in order to get a bumpy look, as though there was something crawling under the skin.
  10. Tornado
    For the final shot I used Maya fluids that were run by dynamic fields to create the main funnel of the tornado. After that I used different layers of particles and a few simple expressions to get them moving the right way. Once the meat of the tornado was made I ripped apart 3d house of mine and animated the debris orbiting the main funnel cloud. By using a simple parenting method I was able to animate the debris simultaneously which really sped the process up. Once the orbit was animated the only thing left to do was key certain rotations. I used a blend shape to animate the crashing roof.