Strange World – Ice Ravine

On Strange World, I worked on the look for the heavy ice sequence in the prologue. Finding the right level of details along the forms and creating areas of rest took time to home in on. The environment needed to look believable, but not so realistic as to be distracting. Ice and snow are also always challenging in CG due to refraction and subsurface being expensive computationally, but also because their look is extremely sensitive…

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Strange World – Clade Farms Look Development

My largest set and responsibility on the film was Clade Farms, the home of the main characters, in the first act and epilogue of the film. Although some early work had been done before my roll-on, I was given me a lot of freedom to explore the look of the farms area. There was a lot of great visual development work as well for inspiration. We aimed to give it a lush, slightly wild look,…

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Strange World – Avalonia Look Development

Although I didn’t do primary or initial look on most parts of the Avalonia city, there was a lot of shot and variant work that I handled given that I rolled on later and other artists left the show. Ryan Smith was the initial look artist for the above set. I worked on creating the paths around the city plaza, applying the central Geo Society logo, and updating the look of various areas based on…

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Strange World – Misc. Props

Here are a few miscellaneous props I surfaced on Strange World. Pepper grinder — first asset I textured at Disney when learning the pipeline. Ceramic bowl — various kinds of these can be seen in the Clade House kitchen. Pepper grinder in action along with some cucumbers carrots, and potato. The aforementioned cucumber. Worked on the chairs, table + the props on it. A fun background prop.

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