Task: Lead Environment TD / Effects Supervisor
For the first half of Open Season 2 I was slated as the Environment TD where I build and populated all the trees, shrubs, grass and plants that you see through out the film. For the second half I move over to supervise and also create effects. Below are examples of some of the work I did for the film.
Enjoy!

Here is an example of a bubble tool that I made.
It was writen in Python for maya and stuck particle emitters to
a character so you could control where thee bubble came from.


I also worked on real Flow Simulations. Here is an example where
Boog slips on a puddle of drool.

Here is another fluid simulation I did of a broken gas hose.

The water shots where created using a mixutre of real flow and Maya.



A cheese puff simulation I created. This was a pretty fun shot.

For this shot I wrote a mel script to populate the doggie trees around the
scene.

For this sequence I made a script to animate dots across the character.
The dots all had a subtle jitter to them so they would look like laser sights.

This is an example of a dust hit I created when Elliot hits the ground.

This is an example of a script I wrote to stick electricity to a characters
body on selected faces. The electricity could then be animated to flow
through the control objects. This gave the electricity the ability zap
off of the poles onto the characters.


Here I put together a little tool to make flies swarm
around Elliots head.

For this sequence I wrote a mel script to place foot prints where ever Elliot
touched the ground.

A major task I had was to figure out how to populate all of the grass
for Open Season 2. I wrote a tool in mel that allowed the user to interactively
paint growth maps and then to convert automate a shave process for
making grass. I also ended up dressing out all of the grass for the show.

One of my tasks was making the bushes for Open Season 2. Here I wrote a tool to automate
the branch creation and then to create a bush full of random branches that were
created. lowres and highres at the same time.



These shots illustrate a procedural plant populator I made.
I grabbed all of the plants out of our procedural directory and
scattered them across a user selected face selection.


I was brought on to ReelFx to create procedural tools for
environmental assets and populating the environments.
These shots illustrate some of the trees I created.



We needed to find a way to quickly populate the branches on the Tomatoe plants.
As a solution I wrote a tree branch populator which randomly scattered braches off
of a user selecting and then oriented the braches out from the normal of that selection.

This illustates some of the water shots that I worked on.1sdfgioytrfedwq