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Markus Kircher
Digital Compositor
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Markus Kircher compositing reel 2017
Dec 30, 2017
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1 like
0:02-0:04
Monster Trucks
Compositor
integrating environment (BG) behind containers and crane | finding look for Mama and Papa (FG characters) | adding FG smoke | combining roto+deeps to create holdout for characters | final comp
Tools:
Nuke
0:04-0:06
Monster Trucks
Compositor
integrating environment (BG) | integrating CG driver’s cab of the red truck and FX glass | integrating jumping CG hero truck | integrating CG monsters and CG undercarriage of red and green truck | combining 2D elements + FX for smoke and grit to interact with action | recreating lens flare from plate | final comp
Tools:
Nuke
0:06-0:09
Deepwater Horizon
Compositor
entirely replaced background | adding destroyed CG environment (FX) | timing explosions to FG character | organizing and finally integrating elements from FX and other precomps |
final comp
Tools:
Nuke
0:09-0:12
Deep Water Horizon
Compositor
extending ocean on upper SR | adding fire+smoke (2D elements+CG) on upper deck and on water+reflection | lighting interaction (fire) | added heat distortion | added FG ember (CG) | made setup for fast FG smoke whisps | final comp
Tools:
Nuke
0:12-0:16
Goosebumps
Compositor
collaborated with lighting and FX on look development for blob (creature) | comp setup for blob | integrating blob (holdouts, caustics) | integrating CG fairy lights | final comp
Tools:
Nuke
0:16-0:19
Godzilla
Compositor
keying of FG plate | integration of CG BG and assets (sky, mountains, water, battleships, godzilla, rockets, missile-trail and rain) | adding 2D elements (atmospherics, explosion, smoke on rocket launch, twirly dust and rain) | defocusing FG plate |
final comp
Tools:
Nuke
0:19-0:24
Godzilla
Compositor
full CG-shot
balancing the sky and the CG creatures to match sequence | adding 2D drool element | integrating smoke from FX around FG creature’s neck | adding twirly dust 2D element | final comp
Tools:
Nuke
0:24-0:28
Game of Thrones
Compositor
final integration of CG environment (sky, trees) | integration of CG mammoth and GS giants | layering and integration of FX and 2D snow | integration of plate wildlings (roto supplied) and their torches | final comp
Tools:
Nuke
0:28-0:31
The Finest Hours
Compositor
full CG shot | layering sky, water and boat (deeps) | adding wet snow (FX) | matching look (color and lights) to sequence | adding light beam | adding lens droplets after tunnel splash | adding camshake | final comp
Tools:
Nuke
0:31-0:33
Monster Trucks
Compositor
full CG shot | look development for Mama (character) on the undercarriage | adding dust (2D element) around front wheel | adding FG flying grass | adding camshake | final comp
Tools:
Nuke
0:33-0:34
Monster Trucks
Compositor
replacing front hero truck by full CG truck + monster | adding CG monsters, CG undercarriages, CG wheels (for both MG trucks) | adding dust to match original plate | final comp
Tools:
Nuke
0:34-0:36
Monster Trucks
Compositor
adding environment behind crane and containers | extending truck interior on SR with CG interior | adding black CG truck | adding side windows reflection in comp | adding camshake | final comp
Tools:
Nuke
0:36-0:37
Monster Trucks
Compositor
adding and balancing CG monster, undercarriage and truck | adding windshield (reflection, dirt, crack and mist) of FG truck in comp | adding camshake | final comp
Tools:
Nuke
0:37-0:38
Monster Trucks
Compositor
replacing practical truck with full CG truck and monster | color balancing assets | adding some 2D smoke on front wheel | final comp
Tools:
Nuke
0:38-0:42
Monster Trucks
Compositor
look development for CG creature (Creech) coming out of water | connecting CG water to plate water | connecting plate character (Tripp) to tentacle of Tripp (fine tuning track in comp) | final comp
Tools:
Nuke
0:42-0:44
Deepwater Horizon
Compositor
adding precomp of explosion | adding two bright explosions as 2D elements | layering backlit smoke | bringing plate elements in front | adding light interaction / lens flare | final comp
Tools:
Nuke
0:44-0:48
The Finest Hours
Compositor
integrating plate boat and plate characters with CG water environment | connecting wet CG snow with rain of plate | layering spray and splashes | final comp
Tools:
Nuke
0:48-0:50
The Finest Hours
Compositor
full CG shot | layering and balancing water, boat, dust, spray and splashes (deeps) | adding snow
(FX) | matching look (color and lights) to sequence | adding light beam | final comp
Tools:
Nuke
0:50-0:53
Game of Thrones
Compositor
final integration of CG environment (wall, gate, and snowhill patches), GS giants and CG mammoth and its ropes | shadow work | layering and integration of FX and 2D snow | final comp
Tools:
Nuke
0:53-0:56
Star Trek Into Darkness
Compositor
pulling matte (key+roto) to seperate FG from BS | creating 3D set extension in Nuke (trees on cards) | final integration of 12 CG spears and their secondary CG FX elements (dust, debris and leaves) | final comp
Tools:
Nuke
0:56-0:58
Star Trek Into Darkness
Compositor
integration of the CG clamp | added some bounce light in comp | final comp
Tools:
Nuke
0:58-0:59
Star Trek Into Darkness
Compositor
added muzzle flash | phaser and impact (look development) on matchmoved geometry | relighting on plate and additional particles | adding flares | final comp
Tools:
Nuke
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