OBLIVION REMADE

I recreated a shot from the film Oblivion using the same camera specs the original production used. I built a custom volumetric cloudscape, designed the overcast lighting, and used an HDRI for the background. The FX trails and flames were created in real time also.

In compositing, I matched the color to the original shot and used advanced techniques to add more texture and depth to the clouds, breaking the flat look of the initial render. I also added scratch and damage textures to the drones to push realism and detail.

A focused breakdown showcasing atmosphere, lighting, FX, and detailed texturing to recreate the shot with cinematic accuracy.

2100

“2100” is a post-apocalyptic sci-fi cinematic built with a full CG environment and real-time workflows. The piece combines detailed environment design, atmospheric lighting, and grounded VFX to create a tense and immersive world.

Lighting plays a key role—soft, muted illumination and volumetric haze shape the mood, reinforcing the constant sense of threat surrounding the characters.

Color grading and compositing were used to unify the tone. A key component is the rain, which was crafted using a hybrid approach: part of the rain simulation and its physical interactions were generated in Unreal Engine, while additional rain layers and interaction passes were enhanced in Nuke during compositing. This blend allowed for more control over motion, depth, and realism.

ESCAPE

“ESCAPE” was conceived as a cinematic opening shot: a drone like movement through a dense forest divided by a quiet river, built entirely in full CG. I designed the environment in Unreal Engine, focusing on the riverbed rocks, vegetation, and natural composition to match the scene I had envisioned. The overcast lighting reinforces the tense, uncertain mood of the story.

In compositing, I refined color adjusting a bunch of individual elements and added environmental fog to enhance depth and create a subtle sense of suspense. The fog amount was chosen carefully to align with the narrative’s tone and atmosphere.

A compact blend of CG environment design, real-time lighting, and compositing to establish the world of “ESCAPE.”

FOOH-PETALO BOUTIQUE

This advertising piece was designed to highlight the beauty and visual impact of the flowers by enhancing a filmed plate with a fully CG flowerbed. The goal was to transform an ordinary location into an appealing, vibrant display that showcases the product’s beauty.

I arranged the CG planters, flowers, and petals to create a visually balanced composition. All particle work, including the motion of drifting petals, was done in Nuke using its particle system to achieve natural movement and interaction within the scene.

The lighting, shadows, and color grading were also crafted in Nuke, ensuring the CG elements integrated seamlessly with the live-action plate. This compositing work helped unify the look and amplify the overall visual impact of the flowers.