PROJECT HIGHLIGHTS
[ NCCA BOURNEMOUTH — FINAL YEAR ]
PROJECT HIGHLIGHTS
Vellum cloth, dual level RBD constraints, VEX, Solaris and Karma.
Houdini Vellum cloth tear on denim, built in MD. A bear creature rips off the cameraman's leg. We needed the tear to look like it had a lot of force behind it, so I used a fractal noise mask to drive where the fabric gave. For the fraying, I copied polywires onto points along the tear line. Rendered through Solaris.
HOUDINI / MARVELOUS DESIGNER / SOLARIS / VELLUM
An early Blender piece. I modelled the full alley environment from scratch including the pinsetter mechanism, built the lighting, and used rigid body dynamics for the pin collisions.
BLENDER / SIMULATION / LIGHTING / FX
A stone horse gets pelted by cannonballs until it crumbles off its pedestal. I used a dual fracture setup driven by VEX, with animated constraint strength so the statue holds before it gives way. Volume fill and scattered points controlled where the breaks concentrated. Rendered in Solaris with a 360 camera move.
HOUDINI / SOLARIS / VEX / DUAL FRACTURE
Sculpt, retopology, UVs, texturing and render. Anatomy studies through to finished characters.
My first human character sculpt. I built a full écorché first, studying and sculpting individual muscle groups strand by strand, before taking it through to the finished character. I sculpted the high poly in ZBrush, retopologised and laid out UVs in Maya, then hand painted the skin textures in Substance Painter. The shield and sword were modelled separately, and the skirt was built in MD and textured in SP. Rendered in Arnold.
ZBRUSH / MAYA / SUBSTANCE PAINTER / MARVELOUS DESIGNER

A severed leg for HOST. I sculpted the anatomy in ZBrush, retopologised in Maya, then built the textures in layers in Substance Painter, working up from fat to muscle to the torn wound and blood.
ZBRUSH / MAYA / SUBSTANCE PAINTER / SOLARIS

A hard surface robot build. I modelled it in Maya, textured and look dev'd it in Substance Painter, then rendered in Arnold.
MAYA / SUBSTANCE PAINTER / ARNOLD / HARD-SURFACE MODELLING
Nuke compositing. CG integration, plate repair, roto, grade and match move.
The bear reveal. We were going to cut this shot because of problems with the plate. I did the plate fixes, roto and grade, and referenced real Sony Handycam IR footage to work out how NightShot actually behaves, then rebuilt it in Nuke: the bloom as the sensor adjusts, the green channel push and the IR grain.
NUKE / AFTER EFFECTS / ROTOSCOPING / GRADE
For this shot it was about deciding when the audience sees the bear. In the darkness you can just tell something is there, then the lightning hits and you see it properly. I did the exposure fixes, used a lot of depth passes, added the reflections in the lake, and coloured the lightning pink.
NUKE / AFTER EFFECTS / Z DEPTH PASSES / CRYPTOMATTES
A CG plane crash comped into aerial footage of a highway. I match moved the camera and integrated the plane and the smoke. On the plate I replaced a lot of signs, removed cars, added broken lampposts, and put in the fuel spill and scorching on the road. All done in Nuke.
NUKE / ROTO / MATCH MOVE / GRADE
Freelance and industry work. Studio briefs and product visualisation.
The brief was to pick one of Blink Ink's previous works and recreate a scene from it in any style, using no more than 15 seconds of the original sound. I made a 15 second animation in Blender. I modelled and lit the house, then used physics to destroy it as it spins.
BLENDER / SIMULATION / FX

Freelance work for Drink Angel, who make drink spiking test kits. I modelled a 1:1 replica of their keychain kit, rendered the product shots, and made an advert where the capsules topple like dominoes using RBD in Blender. It did well on TikTok for them.
BLENDER / 3D MODELLING / RENDERING / PRODUCT VIS