Hey guys, Been lurking and sometimes chiming into conversations on this list for the past couple of years. Never actually showed anything of what i do. So finally, after realising this list might not be around for long, decided to go ahead and share what i've been up to for the past years. Not really looking for work (even though i'm always open to new opportunities). Simply wanted to get an honest opinion from you guys.
Here it is: https://vimeo.com/57945815 On the question of what i did in the shots...well, here's the funny part...mostly everything. I usually work as a one man army, which doesn't make me very employable, but it's been doing me good on the eastern european market (which is where i've been working so far). Plus, i love being able to touch a little bit of everything. I never liked painting myself into a corner. Unfortunately i guess the term jack of all trades - master of none is sadly true. So i handle most of everything (shooting supervision, previz, matchmove, modeling, texturing, rigging, animation, lookdev, shading, lighting, rendering, simulations, scripting, comp, matte painting and even grading) - sounds overkill, but it's a small market here, and the requirements are not as steep. I work as a gun for hire, most of the time straight with the production house and i've had to "incorporate" to be able to pitch against "studios" around here and get other jobs besides the usual spinning toothbrush and blue detergent balls cleaning the sheets (no one trusts a freelancer with a heavier project). Funny thing is, this can also lead to complications, like having to go to court when the production house fails to pay the royalties on a project and then declares bankruptcy - eastern europe i guess (yeah, it just happened to me). Usually i will also go on location to the production house and use their hardware. Cuts my costs, and makes them feel more secure having direct "control" over the project. And by then i will have done enough to gain their trust anyway. On the tech side, it's about 50% comp, 50% 3d, with most of the stuff rendered with vray, and some older stuff with mray. The comp is all nuke, with 3d that's probably evenly split between xsi and maya (depending on the project, the production house, sharing assets or not, etc). As a sidenote, i put the valve logo on the insect shots to make sure i give credit where it's due. That is an antlion from halflife 2, and i've used it with permission back in 2004 to do a short film with it, using the source engine. So yeah, those sequences are just comped opengl renders. So is the cube/particle guy that's in there also from a personal short film (which is using mocap). I love realtime stuff. Wish i could use it more in commercial projects. PS. It's funny how i've probably met 5 of you in person, but it feels like i've known everyone for a long time. That's what mailing lists do i guess. Cheers and really looking forward to your input, -Octav -- Octavian Ureche +40 732 774 313 (GMT+2) Visual Exploration www.okto.ro