INDEPENDENCE DAY : RESURGENCE
I was extremely fortunate to be part of the second installment of such an iconic film and even more privileged to be placed in charge of creating the hangar from which more than a thousand fighters would take off to once again fight for humanity.
After I began to model, I also began to design and after offering a few ideas I was entrusted with the creation of the whole environment. It truly was a sandbox, an artist's dream. I was allowed to explore the aspects and purposes of the design in depth, creating narratives and secondary plots to help me along the way.
This environment was very exciting to work on , but it was not all fun and games as it proved to be quite challenging. The hangar was to hold over one thousand planes along with technical stations and other vehicles and it measured well over a dozen football fields. This meant that every trick had to be pulled in order optimize it and have all of the information in a single environment file. The idea was to keep it in one lit, looked developed, and ready to go file so that it could be a sort of "plug and play" asset for the more than 90 shots it was needed for. After creating a meticulous environment hierarchy and pipeline we used V-Ray proxies to optimize the file size. This also allowed for quick changes in modeling and shading. In the end, over a dozen artists used the environment and populated it to create the 90+ shots.
Aside from this environment, I was also in charge of shading and look development of the assets for the entire show, including the alien fighter as well as the human fighter you see above.
Design, modeling, texturing, shading, lighting, sequence pipeline.
- Project Roles
- Animator, Art Director, Set Designer, VFX Artist
- Uncharted Territory
- 3D, 3D Generalist, 3D Studio Max, Maya, NUKE, VFX
- Feature Length Films
- Project Industries