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WENDY
KLEIN/VISUAL EFFECTS ARTIST/MODEL/TEXTURE/LOOK DEVELOPMENT REEL: 2009
SHOT BREAKDOWN: |
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COCA-COLA:
HEIST COMMERCIAL (2009)- As a Texture Artist for this Super Bowl spot, I
used Photoshop to create various textures for bugs, flowers, grass and leaves. In the look development process I also used Nuke to composite passes and test shaders. Maya and Mental Ray were used for rendering. |
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UNDERWORLD:
EVOLUTION (2006)- As a Modeler & Texture Artist for the CG fortress sequence, I
used Maya to build parts of the fortress, and Photoshop, Bodypaint and Zbrush to create textures and displacement maps (bricks, snow,
wear & tear, etc.). |
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UNDERWORLD:
EVOLUTION (2006)- As the Digital Matte Painter for the sky in the fortress sequence, I used various photo
references and painting techniques to create a high resolution 360
degree sky texture. I used Photoshop and Bodypaint in this process. |
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AIR FORCE:
UAS COMMERCIAL (2009)- As the Texture Artist for
the CG reaper, I used Photoshop to create textures using photographic reference for the present day aircraft. The textures and shaders for the futuristic version of the reaper were created based on client notes, while also adding in some design elements to achieve the final look. All shaders built in Maya and rendered with Mental Ray. |
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AIR FORCE:
UAS COMMERCIAL (2009)- As a Modeler for
the CG satellite, I used Maya to build various parts of the satellite using the concept sketches I was given as a blueprint for the overall look. |
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UNDERWORLD:
EVOLUTION (2006)- As a Texture Artist for
the CG wings of Marcus, I used Photoshop to create concept drawings
developing the look of the wings. Then using Photoshop, Bodypaint and Zbrush, I created the base textures of the wings. |
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THE
CAVE (2005)- As the Texture Artist for
the CG wings of the Cave Creature, I used Photoshop and Bodypaint.
After viewing concept sketches of the creature, I painted the various
texture maps, also adding in many new details to achieve the final
look. |
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AIR FORCE:
SPACE COMMAND COMMERCIAL (2009)- As a Texture Artist & Modeler for
the CG space debris, I used Photoshop to create textures and Maya to model in various elements and broken, torn off metal details for the collision. |
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AIR FORCE:
CSAR COMMERCIAL (2009)- As a Texture Artist for the CG drop plane, I used Photoshop to create the textures based on various photo references and concept sketches. As the Modeler & Texture Artist for the interior Drop plane, I used Maya to create the interior, also based on concept sketches and some photo reference. |
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INTO
THE BLUE (2005)- As a Modeler & Texture Artist for the shark bitten bloody leg, I used Maya to model the
leg, and Photoshop and Bodypaint to paint the textures. I researched
and studied many reference images of deadly shark bite attacks in
order to create the final look. |
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NIKE
BASKETBALL COMMERCIAL (2005)- As the Modeler &
Texture Artist for the CG piranha, I used Maya to model
the piranha and Photoshop and Bodypaint in the texture process.
After viewing many reference photos of piranhas, I created the model,
and painted the maps using various painting techniques. |
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UNDERWORLD:
EVOLUTION (2006)- As the Digital Matte Painter for the dungeon sequence, I used Photoshop, Maya projection
and Shake to create set extensions in various parts of the dungeon.
Most of the shots required the paint out of lights and ceiling,
as well as adding foreground structures. |
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UNDERWORLD:
EVOLUTION (2006)- As the Texture Artist for the werewolf's fur (William), I used Photoshop and Bodypaint to create color maps that were applied to the fur in Shave &
A Haircut. I also created additional color maps for the wounds
that the werewolf would suffer. |
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UNDERWORLD:
EVOLUTION (2006)- As a Modeler & Texture Artist for the weaponry, I was given photo reference and in some cases,
the actual weapon prop used, so I could create their digital doubles.
I implemented Photoshop and Bodypaint in the texture process and Maya for modeling. I also created additional blood maps for various
weapons. |
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PUMA
HOLIDAY GIFTBOT AD (2007)- As the Modeler & Texture Artist for the CG robot, I was given basic concept sketches of the robot then had to create it in full CG, texture it and rig it for various poses. The Robot was used in Puma's holiday 2007 ad, in-store, & web animation campaign. I used Maya to model, Photoshop for hi-res textures,
and Mental Ray for final rendering. |
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NBA: 2K10 Video Game Trailer (2009)- As the Texture
Artist for the CG Kobe Bryant, my job was to create high resolution textures and shaders for the character. I also developed various skin and eye shaders for some of the other foreground players, as well. I implemented Maya, Mental Ray and Photoshop in this process. |
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THE
HUMAN STAIN (2003)- As a Modeler & Texture
Artist for the CG set and environment, I used Maya to create
the models, and Photoshop, Shake and Maya projection in the texture
process. I was given reference photos of the props and the actual
set so that I could match it, creating its digital double. |
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VALENTINO
COLOGNE COMMERCIAL (2005)- As the Modeler &
Texture Artist for the CG bottle, I used Maya to model
and Photoshop and Bodypaint to create textures. I received the actual
bottle as reference so that I could then create the digital double
for the commercial. |
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PUMA
RUNNING AD [earth] (2007)- As the Designer, Modeler
& Texture Artist for the CG cross section of the earth,
I used Maya, Zbrush and Photoshop in the process. After viewing
many reference photos, I came up with a look that was graphically
appealing, while still having the realistic elements that would
be seen in a chunk of earth. The concept was based on client notes. |
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PUMA
RUNNING AD [street] (2007)- As the Designer, Modeler
& Texture Artist for the CG cross section of the street,
I used Maya, Zbrush and Photoshop in the process. After viewing
many reference photos, I came up with a look that was graphically
appealing, while still having the realistic elements that would
be seen beneath street level. The concept was based on client notes. |
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PUMA
SNAKE AD (2007)- As the Texture Artist for the CG snake,
I used Maya and Photoshop to create the look of the snake. I also modeled in various parts to create the blend between shoe and snake. The rendering was done in Maya with Mental Ray. The concept was based on client notes. |
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ECKO UNLIMITED
COMMERCIAL (2008)- As the Modeler & Texture Artist for 3 different Ecko sneakers, I was given the actual sneakers and had to create their digital doubles so they could be animated for the commercial. I used Maya and Photoshop in the process. |
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DIRTBAG
ANIMATED SHORT (2006)- As the Designer, Modeler & Texture
Artist for this personal project, I used Maya, Zbrush, Photoshop and Bodypaint to create characters and the environment.
This is a CG short animation that I aim to produce involving creatures
that I've designed, and is still in progress. |
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IRON MAN TOY COMMERCIAL (2008)- As the Modeler & Texture Artist for the iron man toy, I was given the actual toy and had to replicate it using maya and photoshop so that it could be used in an animated commercial. |
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ZOOM
(2006)- As the Designer & Modeler for
the CG spaceship console and puzzle, I used maya to create concept
models developing the look and the mechanics of the puzzle and console.
The only reference images given were that of the spaceship set and
props within the ship that I was to match the general look of. |