Avengers Endgame was synonymous with working fast. I was responsible for interpreting concept for the environment developing the environment material looks and to a lesser degree assisting Textures in generating their content. Being an active communicator with the other departments was extremely important to make sure we created as much synergy as we could with the time we had.
My time on this show had me splitting my time between environment texturing and shading and vehicle city shading. An issue with this show was translating scale properly as the vehicle cities were massive. Another thing was managing very large shader graphs to describe all of the different materials, their weathered states, their industrial manufacturing specifics, and so on.
This film had lots of environmental destruction and required a management of many environment assets during the final sequence. The ash and heavy dusting was part of my responsibilities including shading and texturing buildings, destructed debris and props.
Maze Runner: The Death Cure
Lead Shader TD
This last installment of the series revealed a giant environment that was the last protected city, surrounded by a vast shack city. This required building shader graphs that could shade a wide variety of shack styles covering various aspects of materials like dirt, oxide, dust, paint, etc. This also required my participation in helping define a pipeline expansion that allowed for dynamic shading of elements placed in the scene so that the layout setups could “talk” directly to the shader graphs.
Batman v Superman
Maze Runner: Scotch Trials
The Hobbit: B05A
Dawn of the Planet of the Apes
Within these specific titles I was primarily responsible for the shading graph development as well as texturing of environment and various prop assets.
The Hobbit: Desolation of Smaug
Man of Steel
The Hobbit: An Unexpected Journey
These specific films were spent texturing and shading prop, character, and creature assets.