CG Generalist — Environments, DMP, Sculpting, Lighting, FX, Comp, Texturing & Modeling.
I build assets(creature, characters & prop), environments and sequences across films, commercials, and episodic from blockout/concept to slapcomp.


Recent sequences with breakdown. Click to open.
I built this environment entirely in Houdini, using instancing for the trees and procedural tools for the city generation, then rendered in both Redshift and Karma Solaris. Most of the buildings were modelled from scratch, with a few clear kitbash assets mixed in for support. This project was a chance to deep dive into creating a full CG large-scale environment, while exploring optimisation workflows and experimenting with matte painting in Nuke. The stunning environments of Huyang inspire my work. I wanted to test how far I could push my own environment building from concept to completion, and it turned out to be a really fun journey.


I developed an HDA for this in which you can import modular assets along with a black & white city outline map which is used for scatter these houses. Further the camera, lower the resolution of the buildings for optimzation, basically its runs through a polyreduce and clean but secound option is also adding your own L0D asset
Rather than scattering assets to make it look like fields, i used groom in Houdini to achieve this look, by feeding in masks of where we want it to reflect (for water) and where grass should be
After working on a large scale environment i wanted to focus something thats much more smaller, this was a practice of understanding mood and lighting. .
A turntable of the main assets, texturing and shading from every angle.
Built a custom solver where droplets grow larger when two separate groups of points collide and their acceleration increases, using pop solver.