Demo Reel Jonathan Feldman

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1. Skechers Supernova (Skechers).

One of the many shoes that I modeled and textured for the Skechers Ad Department. These models were used for in-store prints and animations and to send out to VFX houses for TV commercials.

2. Terminator: The Sarah Connor Chronicles: T-888 Terminator Skull (Zoic Studios).

Modeled from scratch in Modo (which was also used to create the displacement and normal maps). The final polygonal skull has 49280 faces. It was used in Lightwave as a SubD model. The skull is modeled after the designs that Jim Lima created for the show.

3. Defiance MMORPG: Stingray BMG gun (Double Helix Games).

Sculpted in ZBrush a high resolution hard surface model (on the left). Retopologized, textured and baked in Modo the different LOD models for the game (LOD 0 is on the right). The variations on the design are the different upgrades available that can be earned in the game.

4. ThePurge3: Election Year: Drone (VFX Legion).

Modeled and textured in Modo, sculpted in ZBrush an ominous hexcopter drone that had to match an on-set prop from the movie.

5. Madness of Jane pilot: Komodo Dragon (Zoic Studios).

Modeled and textured in Modo, sculpted in ZBrush a young Komodo Dragon. The main character in the show has vivid day dreams/hallucinations, and in the pilot she fears being attacked by a Komodo Dragon. The final polygonal base cage had 38689 faces. It was used as a SubD and rendered in Lightwave by Bradley Mullenix.

6. Prison Break season 3: "Sona prison courtyard" (Zoic Studios).

Modeled and textured in Modo an accurate replica of the Sona Prison courtyard to be used for aerial shots. The final polygon model has 82140 faces. Dave Funston was the Maya artist that worked on the shot and Reina Cayetano painted the building's exterior textures and mattes.

7. Acura NSX Concept unveiling for the Detroit Auto Show (Zoic Studios).
Created in Modo a production and reflection friendly model of the new NSX based on the design model. The final polygonal base cage had 69069 faces. The model was Subdivided and rendered in Lightwave by Steve Graves.

8. XBOX 360, Ad campaign: XBOX 360 Controller (Zoic Studios).
I was Model Supervisor for this and another 2 XBOX 360 spots. I created the Controller in Modo and established the shaders in Maya for all the XBOX 360 hardware. The model, textures and shaders had to be spot-on compared to the real product. The Polygonal base cage had 11411 faces, For extreme close-ups the model was poly-smoothed to 118316 faces. The project was supervised by Lochlon Johnston. Dan Tarmy set-up, lit and rigged the models in Maya. Frantz Vidal did the hero animation.

XBOX 360 Console:

Painted the photo-real textures and created the shaders for the game console (the client supplied a model and Kathryn Capri remodeled it). The texture maps and shaders were originally meant to be used only for animatics, but the project‘s supervisor liked them so much that we used them for the beauty renders.

9. Drive : T.V. pilot and series: 1970's Ford Pick-up truck (Zoic Studios).

Created and textured from on-set reference a medium resolution model of Tully's (Nathan Fillion) truck. Everything was done in Modo then it was transferred over to Lightwave for animation and rendering. The polygonal base cage had 20989 faces and then was subdivided in Lightwave.

10. Nike: Magista (Royale).

Created and textured a high resolution model using photogrammetry (Agisoft) and then retopologizing and refining the textures in Modo.

Category
CG VFX Reel
Tags
Texturing, 3D Modeling, 3D Sculpting, Modo, Maya, ZBrush, lightwave3d