On this show I was tasked with surfacing many props, and environments. I used the art department's designs to create all the maps and shader networks required to bring the assets to life visually.
Then FX animated a mask, creating the sense of application.
I needed to make them look like they were crudely made, but still hold up as well made CG assets.
The glow is created by animating some low frequency orange and red noise into the ambient attribute of the fire center material.
We still modeled in nurbs, so getting all the knots and straight bits to have functional UVs was tricky. Once we had that, I just got some dif and dsp maps to tile into the twisting shapes.
I also used a material shader on the curtain. This allows for anisotropic behavior in the specular of the fabric so it looks velvety.
I also got to add the graffiti on the wall in back. All my family members are represented back there in some sneaky way or another.
Since the movie introduced the new Shrek babies, bits from an ogre nursery were used to display end credits. I did a couple of them.
A simple prop do show what I can do.
A vdev image of the drum I showed earlier.
A vdev render of the papier mache heads we saw earlier.
Another one of the papier mache heads in vdev.
Here is a vdev render of the puppet theater I showed earlier. All maps and shaders by myself.
This is a vdev render of the credit asset that I did. I even used a real eye shader for the creepy eyeball making the letter 'o'. Lots of subsurface scattering on the bug bits as well.