LAnterns

HBO/DC

 

Lanterns was an exciting project to work on with a wide variety of props and assets to build.
I worked on a number of things in a asset generalist capacity.
The Assets team at Fin can often share assets or handover tasks depending on the shows need and for all these assets I was part of the crew that handled them in a variety of capacities.

- For the Foundry main building I picked up the build after some early concepting and blocking from Jeff Driver and Tim Streets. I then took the build through further interactions and model final. Then I was responsible for texture and lookdev of the asset to final.

- For the manhunter laser puck I again picked up the asset from an early blocking stage and took the model to final as well as texture/lookdev final.

- Cow tech-digi, helped out on a few passes of initial plate matching with addition work done but Jeff Driver before handing over to layout and Anim.

- Slaughterhouse mechanical arms I was responsible to concept development of the arms and early phases of the model build and model hierarchy setup for rigging. Early concepting phases also included some rough movement tests to explore animation potential. Adam Shaw took over for retopo modelling and final model prep. Jaymes Ruffin was responsible for texture lookdev of the arms.

- Cow slaughterhouse Room build for layout and FX use. CG roof cavity built as well.

- CG road built for extreme close-up shots in episode 2. responsible for matching plate ref with model/texture lookdev.

- Manhunter tech healing chair build. Picked up asset from early modelling stages by Jasper Goodrich and Joe Wu. I was able to take the chair model to final and texture lookdev was done by Fox Wysocki. Excellent FX work by Mike Thomson