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Lighting & Compositing Reel Breakdown

CG Generalist Reel Header_edited_edited.

CG Generalist Reel: Modeling, LookDev, Lighting, Comp
Reel Breakdown

Password: BRIVERA_REEL

1. Omg! I did the modeling for this icon and the textures. It was so much fun going back and forth and making sure the model looked the same! It was my first time preparing a model for live action matching and reference based off a game model.

 

2. I did the character modeling and textures for these guys. These are the first "hard surface" modeled characters I've done. Usually, characters are soft and round, but these fellas were super tricky because of how complex and intricate their shapes and silhouettes were!

3. I did the character clothing look development, interior and exterior asset look development. I used substance painter and procedural texturing to make them all fit together in harmony.

4. I supported look development and lit the outdoor day scenes. this was fun due to toonshaders giving characters a flat look, so i really had to nail the keylights to get the direction correct!

5. Character lighting and fx lighting for these was so fun! also did some asset texturing and shot dressing to make our animation the focus composition wise!

6. I did the character modeling, textures, and look development in Arnold, and then another artist switched it into Redshift's shader system. I was then responsible for the lighting, and this was my first time using Redshift! I used mostly directional and area lights for this sunset action fight. My focus was to make sure the lil fella was never lost in the vastness of the scenes. I was responsible for lighting 20+ shots in 3 weeks!

7. I did some character look development support and lighting for these shots! Had to make sure the facial expressions matched really well​ to reference.

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