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VISUAL EFFECTS

sabrina hale

Anchor 1

antique shop

This short film was created in Autodesk Maya using Pixar Renderman. I was responsible for all aspects, from concept development to cutting the final renders. I have a separate website dedicated to documenting the process and assets created for this project, which can be found here:

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Koi pond

This Koi pond was created using copy stamping and particle simulation in Houdini. The model was created in Maya through box modeling and sculpting, then brought into substance painter to create the initial color scheme of the Koi. The scales were added through bump mapping in Maya, and variations of the color patterns were created in Photoshop. The local motion of the swimming fish was achieved through sequence blends of numerous positions of the Koi, which were created using the bend node in Houdini. The scale, speed, and color variations of the fish in the final render were all randomized within the node network of the Houdini project.

Orrery

This Orrery display was textured, lit, and animated in houdini, as well as modeling with (some pieces done in Maya.) I used code to animated the rotations of each planet or moon around their respective axis, and created the gears procedurally to create variety and ease in modeling.

raptor model

This 3D model of a raptor was created using Maya and ZBrush; Maya was used to acheive the general build and shape of the dinosaur, while ZBrush was used for detailing in the skin such as wrinkles and scars, as well as achieving muscle and tendon visibility throughout the body. The model was then brought into substance painter to add additional scale texture as well as base color and metallic shine on the striped aspect of the body.

Houdini Still Life

sahale_A1.jpg

This still life was modeled, textured, and lit in Houdini, and rendered using Mantra. I had utilized a workflow between Houdini, Maya, and Photoshop for texture shading work by exporting the geo files into a Maya project to complete UV mapping as that is where I am more experienced. I then imported the UV mapped geometry back into Houdini and brought the new UV maps into photoshop.

Snowglobe (mjolnir)

I created this snowglobe in Maya using renderman textures and rendering software. Utilizing dome lights, environment maps, and texturing, I created a complete scene to display the subject.

3D Arc reactor composite

Utilizing Maya and Nuke for match-moving, I created a combination of live-action and CGI in a video of Tony Stark's arc reactor as seen in Avengers: Infinity War (2018). I created, textured, and lit the 3D model entirely in Maya according to the recorded live action scene. I then tracked the clip in Nuke and imported the 3D tracked scene into Maya to place the object in the desired space of the scene.

Day to night Matte painting

Using a photo I took of a Regal Theater, I transformed the day shot to a polished night shot through sky replacement, removal of construction obstructing the image, and creating appropriate lighting in Adobe Photoshop. 

city street Matte painting

This matte painting (left) was created from scratch in Adobe Photoshop through the combination of images as well as the creation of new elements through digital drawing within the program. The concept art (right) created during pre-visualization served as a guide for all creative decisions during the process.

3D Hallway scene

This 3D scene of an environment from Thor: Ragnarok (2017) was created entirely in Maya. Utilizing lighting, modeling, and texturing, I was able to replicate a majority of the room and objects populating it from the film.

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