Gridlump

Grid + effector fallof + depth of field + shaky camera movement

Grid + effector fallof + depth of field + shaky camera movement

Waveform

Pushing myself further into After Effects. This is a small piece of a really big project. Everyday's is morphing into larger and larger projects, the final product is less frequent, but the philosophy stays the same of finding the time every day to sit down put in time, which is 90% of the battle.

Pushing myself further into After Effects. This is a small piece of a really big project. Everyday's is morphing into larger and larger projects, the final product is less frequent, but the philosophy stays the same of finding the time every day to sit down put in time, which is 90% of the battle.

Aberrant

Collaboration with Natalie Hords (Photographer)

Aberrant (ˈabərənt): departing from an accepted standard.
The ideas for this composition made many turns throughout. The final decided concept, aberration - goes against my own inner need for "correct" process. The removal of lens distortion, accurate white balance, chromatic aberration fixes, the like. Things I've always considered the proper knowledge and tools of creation. Instead of removing green/magenta aberration in the original image, I took the opportunity to exploit it. taking the overlaid magenta color and manifesting it as a transparent force, pushing its way inside the soft white organic shapes. Aberration not only included in the process but celebrated as the final exaggerated addition, not ruining what makes (what my older self would consider) an image great, but creating value from it. What I might consider flaws of a process could in reality be what makes something or someone beautiful. A welcome departure from what is "normal.

False Idol

All hail.

Once you start using the sculpting tools in Cinema they're really not so confusing, weird, but not so confusing. I really wish i had one of these in real life... not to eat, but if I won it in a corn dog eating contest I'd feel pretty proud.

Centrifugal Force

Understanding the concept of mograph effectors has been and is still difficult. namely shader, plane, random, and the use weight maps within them. There isn't a single editable polygon anywhere in this comp, everything is a primitive which makes fine tuning once all the effectors are on really easy and time saving. This one combines a few cloner & effector techniques, but was more concentrated on achieving a plastic/glass looking frosted material and getting the overlaps to really show where the objects intersect. Planning on using similar styled material on an upcoming project. Just wish rough reflections weren't such a render hog on Physical.