The Cauldron will most likely consist of several layers of FX; particles, particle smoke, and fluids. Of course, I'll keep the fluid simulation simple (since I'm not actually a dynamics guy). This delightful burst is actually a "non-dynamic' explosion, meaning there is no actual fluid emitter. It's more like a cloud that I keyed the attributes for, making it look like an explosion.
This house consists of I don't even remember how many individual models, each with nice big 2048k color and normal maps. The ground is displaced, and the clouds are Maya fluids. The smoke is NParticles. The whole shot was rendered in several passes, there were even separate occlusion passes for the house, ground, and vegetation. Using passes is the best thing ever...powerful. I'll put up the ZBrush model next.
I am a School of Visual Arts Computer Art BFA alumnus, class of 2011.
I specialize in both organic and hard surface modeling, using primarily Maya and ZBrush. I am also adept at texturing, lighting,rendering, and compositing using Nuke. I can rig and animate, but on a more basic level than the other skills listed.
I am also friendly, positive, and easy to get along with... I look forward to meeting you.