I began work on Ratchet & Clank with the teaser trailer and continued into the full length feature. I was then supervising the surfacing team and working with TD's to develop an artist-friendly hair and fur system.
Release: Q1, 2015
Studio: Rainmaker Entertainment Inc.
Tools: Maya, PRMan, Mudbox, Mental Ray (Teaser)
This project has many different facets of complexity. This was my first project working with an outside studio on model creation. While not directly supervising this process I had to figure out how to make this work for surfacing, which was entirely completed in-house.
While the script was being developed and finalized, I was on the project early to help facilitate designs and test renders. This was extremely fun and I was involved with the look of the show from the very early stages.
I supervised the surfacing team of seven artists. Not only did I manage artists and schedules, I actively worked on assets and figured out smarter approaches for complex builds and shots.
Halfway through production we got word that we would be switching to Renderman. This was a very big undertaking as we'd already finished the majority of the assets shading in Mental Ray. I facilitated the transition of the surfacing team to this new renderer and was the point artist working out bugs and workflow strategies.