For Artists
For Studios
Concierge
Jobs
Sign In
Sign Up
menu
Ronald Bowman
Matte Painter / Concept Artist
Like
Follow
Ron Bowman's Demo Reel
May 3, 2015
•
4 likes
My latest showreel
0:01-0:15
Total Recall
Sr. Matte Painter
London Underground shot:
I created the matte painting of the city in the background of this shot. A 3D modeler then created
geometry to match it for projection and a compositor projected it in Nuke. Another matte painter
worked on the foreground inside the underground station.
Tools:
Photoshop
0:15-0:24
Total Recall
Sr. Matte Painter
Window shot:
I collaborated with another matte painter for this shot and worked over existing 3D geometry. I
was entirely responsible for the painting of the bus, cab and most of the props in the shot, as well
as the damage to the building.
Tools:
Photoshop
0:24-0:27
Riddick: Blindsided
Sr. Matte Painter
Cave shot:
I was entirely responsible for the matte painting for this shot. It's entirely 2D.
Tools:
Photoshop
0:27-0:31
Riddick: Blindsided
Sr. Matte Painter
Hoodoo Plains shot
I was entirely responsible for the matte painting for this shot. It was projected by a compositor.
Tools:
Photoshop
0:31-0:40
Prototype 2 Commercial
Sr. Matte Painter
I was entirely responsible for the matte painting for this shot. Motion effects were subsequently
added by other artists.
Tools:
Photoshop
0:40-0:43
Mass Effect 3 Commercial
Sr. Matte Painter
I was entirely responsible for the dmp for this shot and projected it using Cinema 4D.
Tools:
Photoshop, Cinema 4D
0:43-0:48
Sinbad
Sr. Matte Painter
Aerial shot (3D shot):
I was entirely responsible for the matte painting, 3D construction, lighting and projection for this but about half of the 3D assets were created by other artists.
I modeled and textured the wall and foreground buildings, docks and most props.
The ships and background buildings behind the wall were created by others and then integrated by me into the shot.
I created a work-in-progress version of the rotoscoping and compositing of the shot for my own reference in Nuke, but it was then finalized by a compositor.
Tools:
Photoshop, Cinema 4D
0:48-0:51
Sinbad
Sr. Matte Painter
Basra Building:
I was entirely responsible for the matte painting for this shot. It's a combination of 3D geometry and 2D matte painting. I did all the modeling, texturing and lighting for the 3D elements.
Tools:
Photoshop, Cinema 4D
0:51-0:55
Sinbad
Sr. Matte Painter
Valley of Pyramids:
I was entirely responsible for the matte painting for this shot. It's a combination of 3D geometry and 2D matte painting. I did all the modeling, texturing and lighting for the 3D elements.
Tools:
Photoshop, Cinema 4D
0:55-1:00
Coronation Street
Sr. Matte Painter
Coronation Street: Aerial view of Weatherfield (3D shot)
I was responsible for nearly all work on this shot. It's consists mostly of 3D elements.
I first designed the layout, then modeled, textured and lit nearly all the elements in the shot. Only the train platform and cars were modeled by another artist (though I projected the train tracks on the top of the platform). I then projected 2D enhancements throughout the shot.
All in all it took 6 weeks to create this shot and several variations (which required separate 2D projections).
Tools:
Photoshop, Cinema 4D
1:00-1:06
Coronation Street
Sr. Matte Painter
Coronation Street: Tram Crash:
These are two typical examples of the many dmp enhancements I made to numerous shots throughout the show. I was responsible for all dmp work applied to the plates of the shots. They were a combination of 3D geometry and 2D matte painting. I did all the modeling, texturing and lighting for the 3D elements.
Tools:
Photoshop, Cinema 4D
1:06-1:11
Clash of the Titans
Matte Painter
Background architecture in Medusa’s lair (2.5D shot)
I was entirely responsible for the dmp for this shot. I projected it Maya using Framestore's proprietary projection tool.
Tools:
Photoshop, Maya, Shake
1:11-1:20
Clash of the Titans
Matte Painter
Cliffs on the Ocean (2.5D shots):
I was entirely responsible for the dmp for this shot. I projected it Maya using Framestore's proprietary projection tool.
Tools:
Photoshop, Maya, Shake
1:20-1:23
Clash of the Titans
Matte Painter
Petrification by Medusa (2.5D shot):
I was responsible for all the dmp work on this shot. It was projected by a compositor in order to achieve a complex effect.
Tools:
Photoshop, Maya
1:23-1:30
Primeval
Matte Painter
Victorian London:
I was responsible for all the dmp work on this shot but integrated some 3D assets were created by another artist. I created 2 views of Victorian London for an episode of Primeval.
They're a day view and a night view of the same shot, which is nearly all 2D dmp except for one small area of action plate. I used rough 3D models, created by another artist and modified by me, for the distant buildings, then created the closer buildings in 2D.
Tools:
Photoshop, Nuke
1:30-1:33
Primeval
Matte Painter
Blast in Road:
This is a typical example of many shots I’ve created for Primeval. I was entirely responsible for the dmp in this shot. It was entirely 2D.
Tools:
Photoshop, Nuke
1:33-1:40
Doctor Who
Matte Painter
Space station hangar (3D shot):
I designed and created all 2D and 3D elements of this shot with the exception of the space ship, which was modeled by another artist. This shot is primarily 3D. I first designed the environment, then modeled and textured it using Cinema 4D. I then finished it by projecting 2D enhancements.
Tools:
Photoshop, Cinema 4D, Nuke
1:40-1:43
Doctor Who
Matte Painter
Alien Topiary:
I was entirely responsible for the design and dmp for this shot. I was once again allowed a great deal of leeway to design the topiary in this shot based on a very loose description by the director, which made it a particularly fun shot to work on. Once some designs were approved I created the dmp on about 20 layers and projected it onto 3D cards.
Tools:
Photoshop, Cinema 4D
1:43-1:46
Doctor Who
Medieval Venice Cityscape:
For this shot I was given the massive task of recreating the city of Venice in the 1400s within the space of 14 days (tight deadlines for television). They wanted a vintage, sepia postcard look to the city rather than strict photorealism.
I created everything in the shot from scratch – all the architecture and ground as well as the sky. The one solid constraint was that the church in the center of the image had to look exactly like the actual church in Croatia where filming for the episode took place. I started with a perspective grid, then used photomontage and painting.
Tools:
Photoshop
1:46-1:49
Doctor Who
Matte Painter
Medieval Venice Along a Canal:
For this shot I added dmp to footage of a Croatian town in which the shot was filmed in order to make it look like Venice in the 1400s and to remove undesirable elements. I created everything above the waterline. The moving water and boats were subsequently added in comp.
Tools:
Photoshop
1:49-1:54
Sherlock
Matte Painter
Explosion at Baker Street:
This is a representative sample of several matte paintings I created for Sherlock. This shot is entirely 2D. All dmp was created by me.
Tools:
Photoshop
1:54-1:59
Sherlock
Matte Painter
Set Modification:
This is another representative sample of the kinds of enhancements I had to make throughout the three episodes I worked on. This shot is also entirely 2D. All dmp was created by me.
Tools:
Photoshop
1:59-2:03
Where the Wild Things Are
Matte Painter
Approaching the island of the Wild Things:
For this shot I created the actual island from scratch based on a general shape that the art director gave me. There was no actual island in the original footage.
Because of the fact that the shot was a daylight shot, I actually painted the island in full daylight so that the compositors could grade it into a night shot along with the original plate. However, I had the extra challenge of giving it a very vertical lighting to match the lighting it would have with the moonlight and lightning strikes.
Tools:
Photoshop, Maya
2:03-2:14
Where the Wild Things Are
Matte Painter
Fort interior Set Extensions:
I was responsible for all the dmp in these shots. These are just a couple of examples of many fort interior extensions I created.
Tools:
Photoshop
2:14-2:16
Where the Wild Things Are
Matte Painter
Ira’s Tree House:
I was responsible for all dmp for this shot. This structure would have been quite difficult to make safe for actors to use, so they decided to create it in matte painting instead. The actor was positioned at the proper height using a crane and I created the treehouse based on photos of concept models.
Tools:
Photoshop
2:16-2:23
Avatar
Texture Artist
Hard body textures for props:
I created all the textures for the objects I've indicated in these shots. These are just examples of many objects I textured for Avatar. I created the color, bump, displacement, and specular maps for these objects as well as multiple additional maps for enhanced detail.
Tools:
Photoshop, Maya, Bodypaint
2:23-2:28
Avatar
Texture Artist
Digital doubles and other textures:
I created several digital doubles for Avatar. Once modeled and textured, they were animated with motion capture data and used to fill shots with additional people. Each character had 8 to 12 high resolution textures (8K) distributed throughout their bodies.
The faces were the most time consuming and challenging part of the process. They had to be very convincing in order to make the shots work. I used Bodypaint extensively for these textures, as well as Photoshop. I created all of the textures for each of the body doubles I worked on.
Tools:
Photoshop, Maya, Bodypaint
2:28-2:31
Avatar
Texture Artist
Turnaround for tower and guns:
This is a turnaround which shows a 360 degree view of the textures I created for the guard tower and guns. It's just one example of many objects that I created for Avatar.
Tools:
Photoshop, Maya, Bodypaint
2:31-2:39
The Tale of Despereaux
Matte Painter
Library Scene (2.5D shot):
This is the establishing shot of the Castle’s library. I was responsible for all the dmp in this shot, as well as for its projection. I decided to do the whole painting in one overscan projection, which made it necessary to paint a distorted image as I moved from the center. Quite a challenge! Note that the shot is edited to take less time in the reel.
Tools:
Photoshop, Maya
2:39-2:42
The Tale of Despereaux
Matte Painter
Giant books in the library (2.5D shots):
I worked on a series of shots in which Despereaux interacts with giant books in the castle’s library. I arranged the page graphics, projected them onto the books in Framestore’s proprietary 2.5D software, rendered the resulting scenes from Maya, then painted over the render and re-projected
the final matte paintings back onto the geometry so that it could be animated.
Tools:
Photoshop, Maya
2:42-2:48
The Tale of Despereaux
Matte Painter
Mig’s farm (2.5D):
These are examples of several similar backgrounds I created for the “Mig’s Farm” set. I started with some basic 3D geometry and a rough colour key. Several of the shots were 2.5D projections.
Tools:
Photoshop, Maya
2:48-2:52
The Tale of Despereaux
Matte Painter
Views of the kingdom of Dor from castle ledge:
For the first shot I created town in the town buildings in the foreground based on a rough colour key. The background was created by another artist.
For the second image I created town in the background on the left of the image and enhanced the the render of the castle wall and ledge, which comprises the rest of the image, adding detail and wear and tear.
Tools:
Photoshop, Maya
Comment
Sign in to leave a comment.
More from
◄
previous
►
next
Comment
Sign in to leave a comment.