Showing posts with label Production Work. Show all posts
Showing posts with label Production Work. Show all posts

2012 Production Reel


Here is a compilation of work I had done over the last year and half, most of it being as a Motion, 3D and Interactive Graphic Designer at TBA Digital.

Kent Sunde Production Reel 2012 from kent sunde on Vimeo.

Shot List Breakdown

In all shots I was responsible for animation, rendering, lighting and modelling, in addition this is also what I had done
  1. Cancer Cell - Personal project done entirely by myself.
  2. Macrophage - Compositing, art direction, editing. particle effects.
  3. Fat Cells - Compositing, art direction, editing. particle effects
  4. GE Life Sciences Wave - Compositing of the 3D elements and text placement.  The animated text and lens effects were done by Barry Chapman.  Wave models provided by GE.
  5. Baxter Floseal - Compositing of the 3D elements, again Barry Chapman had done the text and lens flare effects.  Syringe model provided by Baxter.
  6. Philips Sonicare - Motion tracking and integrating the 3D elements into the video.
  7. Cell Wall explosion - compositing, art direction, editing, particle effects.
  8. Baxter Floseal - Compositing of the 3D elements, Syringe provided by Baxter
  9. GE Life Sciences Wave - 3D fluid simulation, Compositing of the 3D elements and text placement.  Wave models provided by GE.
  10. Fat under the chin - Compositing, editing, art direction.
  11. Ge Life Sciences Logo - compositing of the water enviroment, background particle effects.
  12. Baxter Floseal - Compositing of the 3D elements.  Syringe provided by Baxter, watch was an existing asset.
  13. Celebrity portraits -  Personal project done entirely by myself.

BD Globe


I modeled and textured this globe for BD while at TBA Digital for a product spotlight on the syringes BD produces.

I used Zbrush to sculpt and create the texture map for the terrain.  I also used 3Ds Max to model/position and animate the 3D elements.

For texturing I used a lot of stock photography with the exception of the sand which was created using a modified skin texture.  The ocean texture was taken off a stock image that the globe concept was based on.  Most of the cars and buildings were existing 3d assets purchased from various sources (eg. Turbosquird).

The web page this was created for can be seen here (the video can be skipped).

Player Heads

Over the 10 years that I had worked in character art department I had worked on many many player heads, that ranged from 5 day star heads to 1/2 day generic heads. The type of head work also varied; like modeling and texturing the heads and hair from scratch, improving the heads to obtain a better player likeness, updating hair styles/facial hair, or finishing outsourced assets to resolve any outstanding issues on the head.



The NBA Live Cheerleaders heads I had modeled and textured the complete heads using reference from real NBA cheerleaders that had come up to the studio from Seattle.  The poly count budget was about a quarter of what it was for the regular players, so they were quite low poly.  The hair styles I created from a variety of other sources (please forgive the alpha sorting issues in the hair, this does not occur in game :)).


For this player head Maurice Williams, I had to remodel the entire head for likeness and clean up the texture.


Jr. Smith required some major modeling reworks and some texture cleaning.


Lebron James required, some likeness tuning, texture updates and clean up.

NBA Live 10 Tattoos

During the production of NBA Live 10, one my my responsibilities was reviewing, finishing and integrating tattoos into the game. I changed the way on how the tattoo art is created which resulted in less distortion and more complex tattoos.

NBA Live 10 Tracksuit


The NBA Tracksuit was character body that I had modeled from scratch. I did the complete mesh creation, modeling, UV layout, and the diffuse/specular/ambient occlusion/normal maps. The tracksuit was tailored to allow a mix and match with the players shorts and jersey.

The tracksuit model is used in Non Interactive Sequences (NIS) during breaks in game play and for players on the bench. Bellow is a sample of how the characters appeared on the bench.