Responsible for beam, beam vapor, debri wall, bus crash, telephone poles, misc debri, etc.
Responsible for snow, snow drifts, atmospheric fog, beam vapor.
Responsible for snow, snowdrifts, environment fog, beam vapor.
Responsible for cloud banks, middle clouds, beam, beam vapor, engine fx, heat distortion, and contrails.
Responsible, for mid ground clouds, weapons fire, flack rounds, beam, and engine fx.
Responsible for light clouds, engine fx, contrails, weapons fire, flack rounds, beam, beam vapor.
Responsible, for beam, beam vapor, pyroclastic cloud, shockwave, and barn and silo destruction.
Responsible for beam, beam vapor, dust , pyroclastic cloud, and debris.
Responsible for beam, beam vapor, and pyroclastic cloud.
R&D I did of super-cell/vortex cloud formations for Resistance 3 Cinematics.
R&D I did of super-cell/vortex cloud formations for Resistance 3 Cinematics.
R&D I did of super-cell/vortex cloud formations for Resistance 3 Cinematics.
R&D I did of super-cell/vortex cloud formations for Resistance 3 Cinematics.
R&D I did of super-cell/vortex cloud formations for Resistance 3 Cinematics.
R&D I did of super-cell/vortex cloud formations for Resistance 3 Cinematics.
R&D I did to have the ability to pull existing shingles off of building to simulate destruction.
R&D I did trying to replicate an effect seen on an Audi commercial where particles streak over a car like velocity vectors in a wind tunnel.
Weapons fire rig for Resistance 3.
Trying to replicate an effect seen in a commercial done using Softimages' ICE system.
R&D I did trying to replicate an effect done in realflow.
Just a quick R&D using the poly reduce node on a HOT ocean as an LOD based off of camera.