work

the amazing spidermanthe cabin in the woodsgreen lanternknight and daymarmadukeland of the lost
mummy : tomb of the dragon emperorevan almightyalvin and the chipmunksnight at the museumgarfield : a tail of two kitties

latest demo reel

breakdown

the amazing spiderman

amazing-spiderman-poster

Senior Texture Painter | Look Development

Texture paiting duties consisted of primarily hard-surface environments.  Hero structures such as the radio tower, props, and buildings.  In addition, I textured a tertiary character and hero clothing.

This is the first show I was given the opportunity lookdev at Sony Imageworks.  I worked on a hero character, several tertiary characters, a hero ‘in-the-cut’ environment, and much more.


Columbia Pictures

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green lantern

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 Senior Texture Painter | Lighting | Compositing

In Green Lantern, I got the privilege to texture paint two of the four main hero characters Toma-re and Sinestro.  I painted several other tertiary characters, hero constructs (heli-toy car, gun emplacement), and a bunch of stylized alien buildings.

I also got to light over 20 shots on this show.  Our sequence supervisor Craig Wentworth graciously allowed me the chance to composite 6 shots.

From top to bottom, Green Lantern was a great learning experience.  When emergencies popped up, the skill of working within multiple disciplines proved to be an asset to the fast-paced show.

Warner Bros. Pictures

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the cabin in the woods

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Look Development | Hair Grooming | Texture Painting

This movie provided some of my favorite character work to date.  I finally got to live out one of my childhood dreams, creating monsters for the movies.

Two of the main hero characters awarded to Rhythm and Hues were on my plate as a lookdev artist and hair groomer.  The dragon bat and god hand.  Texture duties on the characters were a split job.

It was truly an honor to be a part of this show as I absolutely loved the finished product.  Check it out, if you haven’t already.

AFX Studios, Metro-Goldwyn-Mayer (MGM), Mutant Enemy, United Artists

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knight and day

knight

Look Development | Fur Grooming

This project allowed me to work side by side with some of the most talented people I have met in the industry.  Because of the top notch supervision of Greg Steele and Josh Bryer, the CGI bulls are the most realistic character work I’ve been a part of .

The goal was to push the studio’s technology and add more complexity to the characters.  It was one of the first shows at the facility to use raytraced fur.  Also, some really cool techniques were used to simulate the caked on mud prevalent in barnyard animals.

Twentieth Century Fox Film Corporation

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marmaduke

marmaduke-spanish-poster Texture Painting Lead | Look Development | Fur Grooming

I got the opportunity to oversee a team of texture painters responsible for painting over 30 fully groomed canines.  They did a great job so it made my job simple.

I lookdev’d and groomed one of the main hero characters, a long-haired Australian Shepherd.  In addition, I took over texture painting duties on Marmaduke and the Australian Shepherd to completion.

The dancepad Marmaduke plays, was texture painted and lookdev’d to a degree that surpassed expectations. Originally planned as projection and supplemental render, it ended up being incorporated as full CGI.

Twentieth Century Fox Film Corporation

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land of the lost

land_of_the_lost

Texture Painting | Look Development

This is the first project I was able to extensively use Zbrush and Mudbox on characters.  My main responsibility was to texture, sculpt, and lookdev the hero digital doubles of the Sleestak creatures which appeared side by side with their practical counterparts on camera.  In addition, I had to develop the massive lighting pipeline and optimize the textures/lookdev for the different levels of detail.

Also, I split texture painting duties and lookdev’d a Giant Crab, painted and surfaced a severed arm, and developed the look of hero sets and props.  Lastly, I groomed and lookdev’d digital doubles of Will Ferrel and Danny McBride (check that one off the bucket list).

Universal Pictures

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mummy : tomb of the dragon emperor

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Look Development | Lighting | Texture Painting

The Bronze Horses and Dragon Emperor were the main hero characters I lookdev’d for this show.  The challenge was to simulate a magma-like interior that revealed when the outer rigid body would crack apart and disappear when the exterior healed itself.

I lookdev’d and groomed the Brandon Frasier digi double, surfaced and textured the molten lava horse heart, and developed the look of the horse cart and harness.

I was tasked with lighting the most difficult shots related to the Bronze Horses.  For the hero shots, I projected crack displacements that were animated on as the metal split.

Universal Pictures

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alvin and the chipmunks

alvin

Look Development Lead | Texture Painting

For Alvin and the Chipmunks, I managed a team that lookdev’d and textured the hard-surfaced props in the film.

In addition, I textured and lookdev’d hero props and matte painted a shot.

 

 

Twentieth Century Fox Film Corporation
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evan almighty

evan_almighty

Massive Look Development Lead | Fur Grooming | Lighting

For Evan Almighty, I had the assignment to manage and wrangle over 400 textured variations of animals and blendshapes.  I oversaw the texture painters for upgrades and assigned the maps to specific agents in shot as they were art directed.

Lookdev’d and groomed fur/feathers for medium hero birds, polar bears, moose, elk, and cheetahs.

Lit the most complicated Massive intensive shots.  As a result of the pipeline, certain render jobs generated over 30,000 frames, which made popping frames a chore to say the least.

Universal Pictures, Spyglass Entertainment

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night at the museum

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Look Development

On Night at the Museum I lookdev’d a bunch of medium-hero human massive characters, clothes, and props.

 

 

 

Twentieth Century Fox Film Corporation

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garfield : a tale of two kitties

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Lighting

This is the first film I worked on in the industry and was a lighting TD.

 

 

 

 

Twentieth Century Fox Film Corporation

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  • Danny Lebica

    Dear Rich

    My name is Daniel Lebica, i’m
    Linda’s and Lue’s nephew. They showed me your demo reel when they
    visited last week and I’ve got to say … I’m impressed. I don’t
    know how many times I’ve seen the trailer where Spider Man almost
    gets crushed by a radio tower. Texture artists and compositers have
    always had my respect. You guys make our jobs easier. I’m an amateur
    3D modeler who’s done a little bit of compositing. So I’ve learned to
    always give compositers a break whenever I work with them. And some
    coffee as well.

    Anyway, I just wanted to introduce
    myself and ask if you had any tips or know of any good tutorials for
    someone in my shoes.

    Take care.

    Danny
     

    • http://www.richfallatjr.com/ Rich Fallat

      Hey Danny, good to hear from you!  What’s your main area of focus, modeling?  If you ever have any questions, let me know, happy to help.  Did you get my contact info?