Wētā FX: Visual Effects +

  • Senior Lookdev Artist

    In this film I was primarily responsible for environmental assets, mostly shading and some minor texturing where needed.

    Cove of the Ancestors and the Well of Souls is where most of my contributions will be seen!

  • Lookdev Trainer

    My participation here was small. I was to help build the CG elements that would integrate with inset Nether Portal. Then, there were a handful of environmental assets to help with.

  • Lookdev Trainer

    This was a huge endeavor, where we received deliveries from other vendors and needed to pick up work where they left off.

    The challenge here was building shading solutions that could work with portions of an asset that had UV’s, also no UVs, had textures, but also needed to procedurally shade. This all needed to tie together intelligently so it looked cohesive.

    Ultimately, I was part responsible for the shading of the Renaissance Space Station and space ice!

  • Lookdev Trainer

    My contributions were centered around an environment build, the seaside encampment where all the efforts to blow the military doors were centered.

    Here I was working on some environment pieces, standalone structures and the sand ground material and some texturing.

  • Shader TD

    This was a fun, albeit fast, production where we were recreating Fanuel Hall in Boston. We needed to have a believable reproduction of the environment but aged and quite derelict.

    I was responsible for materials on buildings and the ground/stone.

  • Shader TD

    This instalment had me working on the inside of a non-descript volcano. This was mostly a recreation of icelandic reference for the final battle sequence.

    Other than that, the “Sweeps” army was a recreation of delivered textures and all that was needed on my part was to build the materials.

  • Shader TD

    I was so excited to get to work on this movie. My grandest contribution here was the proof of concept for the Cove of the Ancestors environment. Then many, many assets later :-)

    I mostly stuck to environments here both creating textures and shading assets.

  • Shader TD

    My first project back at Weta after a couple years. I worked with a couple other blokes texturing and shading the temple at the end of the movie.

    Mount Wundagore was MASSIVE along with the mapId count and resolutions. But, lots of fun to make.

  • Shader TD

    The beginning features an Antarctica with a small base built into the side of a giant snow and ice trench. Here I was working on ice and rock.

    Minor contribution to environment pieces on the inside of the planet.

  • Shader TD

    This show was really fun because it was Marvel Avengers! I was responsible for texturing and shading the final battle sequence crater and a slew of damaged environment props strewn about.

    The Porsche Building was another asset, along with the general destructed compound. Smaller contributions were made towards the alternate Iron Patriot Suit and the large flying battle worms that float in the air.

  • Shader TD

    My time on this show had me splitting 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.

  • Shader TD

    Lots of destruction sequences here. There was a major reconstruction of a portion of downtown Chicago along with lots of damaged buildings and dust.

  • Lead Shader TD


    This last instalment was quite massive with a huge city reconstruction. Massive concrete slabs forming the outside wall and a giant shanty city on the outside.

    This shanty development was pretty cool as we got to design a pipeline expansion to get everything rendered.

  • Lead Shader TD

    The majority of our contributions was rebuilding the world od Wonder Woman. Lots of expanse green fields and natural structures on this one.

  • Shader TD

    This was an interesting departure from traditional film work. Same asset production pipeline. The difference is that we rendered 10k x 10k, per eye. Pretty gnarly render time but worth it if you see the ride!

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  • Environment Artist

    On his show I was responsible for various building destruction and props.

  • Environment Artist

    This show required a LOT of old destructed buildings and a general breakdown of a major city.

    I was responsible for textures and materials.

  • Environment Artist

    Development on this movie was tons of rocks, ground, ice, plants, and certain environmental structures in the movie.

    Responsible for textures and shaders.

  • Environment Artist

    My major contributions were of buildings, construction props, and various internal construction structures.

    Responsible for textures and materials.

  • Texture Artist

    On his I worked mostly on the speed train sequence with the Japanese railway recreation.

    Otherwise I textured the bone claws in the final fight sequence.

  • Texture Artist

    I was only on this show for a short time and technically uncredited but I was so excited to help paint all of the masking for all of the various ironman suits.

  • Texture Artist

    Lots of props being textured here: weapons, armor, damaged doors, spider webs, and all sorts of things.

    The goblin cavern was also a huge undertaking with tons of props and environment pieces.

  • Texture Artist

    This show was pretty cool. I got to texture kryptonian armor and the rondor beast.

  • Texture Artist

    My first show with Weta Digital (at the time) and was mostly texturing armor, weapons, props and other simple things.

    I was able to get my hands dirty texturing a couple troll/goblin characters.

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