Time Bandits, directed by Taika Waititi, was a really fun show to work on as each environment was interesting and different from the last with them being in all different points in time. I was responsible for quite a range of tasks from set dressing to assets to particle effects. I think visually the show ended up looking great due to great and well-thought-out VP scenes and great post production VFX by DNEG
Mayan
I actually started on the Mayan environments by doing pre-vis which was a new workflow for me. The pre-vis was done in Unreal, which meant it could be transformed to final pixel directly without having to start from scratch and discard all of the work done in the pre-vis stage. My responsibilities included dressing some of the town at the base of the temples and much foliage. I also cleaned up, unwrapped, and helped texture the temple structures themselves.
Monastery
I modeled, textured, and dressed the monastery courtyard buildings on the other side of the arches. unfortunately, you can see much of them in the shots. I also created a destroyed version of these for when the monastery is raided.
Harlem Car Chase
This was an ambitious and very large environment comprising of a whole city block and surrounding city streets in the background. Mutilple would drive around this block for this sequence.
I modeled, textured, and dressed several buildings including the historic Cotton Club and a virtual recreation of a real building they shot outside of in Wellington, New Zealand.
This environment was also used in the Dimension and DNEG 360 Present the Evolution of Virtual Production project.
Harlem Rooftop
This environment turned out pretty well and was visible in quite a few shots. I dressed the entire right side of the scene, including a detailed shipyard, and contributed to portions of the city across the river, which were later baked into cards. Additionally, I did some work on the water shader.
Mansa musa camp
I created a series of camp prefabs designed to be scattered throughout the level. Additionally, I made smoke and blowing sand particle effects that would flow over the landscape. I also worked on texture enhancements to up-res and address notes on the camels and guard character models.
Cairo Palace
I dressed most of the rooftops and the buildings in the background, made some blowing cloth materials, and did a lot of work on the olive tree in the middle of the courtyard.
Ice Age
I dressed the area around the main ice cave and sculped d the main ice cave snow cap. I also made a dynamic snow function for adding snow to the materials of all objects.
Fortress of Darkness
This environment went back and forth a bit. Initially, it was intended solely for lighting purposes. However, it turned out so well that they decided to use it for full ICVFX. Unfortunately, due to time constraints on the volume, it reverted to being used just for lighting.
For my part, I dressed the rocky cliffs and created various jagged rock formations. I also developed a volcanic rock smart material, which was used to texture most of the cliffs and rock surfaces.