Tag Archives: generalist

Senior 3D Generalist Available Immediately

I’m currently available for 3D generalist work in the UK, ideally either remote, or as a hybrid to London arrangement. I do a lot of layout and environments, asset creation, lighting and leading small teams.

My full CV is on this website along with an up to date showreel.

Please contact me via aj@ajcgi.co.uk

3D VFX Showreel – a shiny NEW one for 2024!

PDF Breakdown of 2024 Showreel

A new 3D VFX Showreel has been long overdue.

The last few years have seen a lot of changes to my reel, though a couple of projects are missing, either through incongruity or tight Netflix IP restrictions, so I’ve snuck in some pre-pandemic stuff. I’m working on a private reel including shots from The Crown, so if you’d like to see that, get in touch via aj@ajcgi.co.uk.

Like many in the UK VFX scene I still work either remotely or hybrid. My commute in to London is a 4 hour round trip so please take that in to account if you get in touch after seeing this reel.

Primarily I use Houdini. There are some who would claim that’s not the weapon of choice for generalist work, but I would contest that. Lots of my work is documentary and drama content where I’ve been hired to do environments and set extensions. This means I do asset builds, scene layout, lighting, and just about everything including tracking and sometimes the compositing too. Houdini works fine for practically everything I throw at it and is flexible enough for me to set up entire scenes as a base for others and have them understand what they’re looking at.

Naturally there’s other work absent from this 3D VFX Showreel, so take a look at the projects page for more.

Britannia Series 2 VFX

A breakdown of some of the VFX work by Lola Post

A while back, working at Lola Post, as things were winding down on BBC The Planets, I was handed a few things to work on for Sky/Amazon’s Britannia.

Initially this was a case of doing a spot of modelling. Barracks and cranes were needed to pad out the layout of an outdoor set. Aulus’ house had no roof in reality, then had my CG one, then a burnt version as some hooligans set fire to it using firebombs. Those also needed making as visual effects.

Two of the sets, one for the location known as Isca, and one for Oppida (an old name for settlement) were scanned using Lidar. Once that had been wrangled into something usable, it was handed over to us and used alongside many photo references taken on set to aid in all the modelling and set extension work that needed doing.

As there were many shots in both locations, there was a lot of tracking work to be done. I’m a firm believer in not over-engineering things. Whenever I could I pinned stills in to the plate using Nuke and then passed the whole lot onto compositors. However, being an atmospheric kinda show, this wasn’t always sufficient as said compositors usually had extra elements to add and a camera track was handy. Most of the shots tracked fine once we’d figured out lens info. Even when there’s loads of moving people in shot, there’s often enough to track between foreground and background for PFTrack to grab a hold of.

Isca had its own challenge. Being a hill fort inspired by some very old principles indeed, the actual set was tiny compared to the one that needed to be seen in wider shots. I was tasked with adding details in to aid its scale and believability. A quick fence creation setup in Houdini allowed me to draw in fences around the various huts dotted about. A series of particle distributions were used to scatter rocks, piles of logs and grasses around. Water troughs, buckets and other accoutrements were hand placed on to the set.

On the subject of technical work and Houdini, this was the second project where a large chunk of my work was done in Houdini, even layout and some of the modelling. This allowed me to continue learning an enigmatic software at a generalist level, only opening Houdini FX right at the end to set up a rigid body system. The project I’m on now (a story for another day) has seen me create particle systems, pyro smoke and even water, while all the time fitting that in within what many would consider the staple tasks of a 3d generalist, in one 3d package.

I even had an opportunity (much in the same way as my Latin homework at school was a ‘learning experience’ according to our teacher) to learn the basics of crowd setup in Houdini. When Aulus’ army arrive at Isca and indeed are en route, they didn’t have the decency to be real people. Luckily for me, much of the leg work of rigging soldiers and sourcing motion capture data had already been done, but setting up new shots based on others necessitated pulling things apart to understand how they worked, then making new setups from scratch. Much of VFX work is this and asking colleagues how to do things. Asking questions isn’t a weakness. Pretending to know everything is.

2017 Showreel

After many years of work I’ve finally built up enough new shots to replace much of my old reel. It served me well, bringing in many projects, and indeed some of the better shots still remain, but now with spangly new work alongside!

My contribution to each shot is shown briefly in the bottom left of the screen, with a much more detailed explanation written shot by shot in the PDF breakdown.

In the past few years I’ve been fortunate enough to work on some very interesting projects that have been subject to watertight NDAs. Now that they’ve been broadcast and the dust has settled, it’s a real bonus for me to finally be able to share some of these with you.

The MARS series and Teletubbies were two such projects. MARS was seven months of my time and if I recall correctly, Teletubbies was significantly longer. This left two large projects missing from my reel and consequently any updates to it felt kinda pointless as I’d only be adding one or two shots and labelling it a new reel. The thing with working in TV or film is not all shots that I work on are actually showreel-worthy. Many are similar to each other or shots I’ve made previously, or they may be created using other people’s systems, to the point that putting them in a reel of my own work feels disingenuous.

This reel has been a long time coming, so I hope you enjoy it!

So what is VFX? I do it for a living, yes, but what is it?

When I am asked what I do for a living, there is a follow-up question that is so common I begin to answer it right away now. That question is, “Ok, that sounds interesting. So what do you actually do? What is Visual Effects really?”

It’s a fair question actually and one whose answer changes as time goes on. If I’m stumped for an answer to the question, I try some of the following.

My staple answer now is,

“I add stuff to video footage that wasn’t there in the first place, or take it away if it wasn’t meant to be there.”

More often than not, the actual answer is,

“I create something with the appearance of having been shot as real life, but which is actually impossible to shoot, be that for practical, artistic or financial reasons.”

Ah, so that will answer it, right? Nope. I find these answers are enough for most people to understand at least vaguely what the end result of my job is. However, some are mad about film, TV dramas and whatnot and really want to show their interest. Again, fair enough. A question you might get is,

“So when you say you add things into video footage or film or whatever, how do you do that?”

That’s the really tricky one to answer, especially as everyone’s preconceptions of media, especially digital, are different. There’s the Make Awesome button right? It’s all done by the computer right?
However, wonderfully, a lot of people use Photoshop now and kind of get the concept of layering things over each other. Lately, I’ve been explaining with,

“VFX has similar principles to editing photographs, only these photos are on the move. Imagine using Photoshop for moving images, with all the layers and masks moving, the colour corrections animating and so on. I make elements, series of 2D images, that are composited on top of others, like layers are in Photoshop.”

I do almost exclusively 3D VFX, by which I mean those elements are created in a 3D package, such as Maya, rendered out as 2D images, just like photographs have no physical depth to them. I no longer get bogged down into details when explaining VFX. To begin with, I don’t even mention the many jobs available; compositor, modeller, 3D generalist, render wrangler etc. I used to say I did 3D animation, but that would lead people down the path of thinking I did Toy Story or was about to reinvent Wallace and Gromit. Another danger with the 3D moniker is the recent resurgence in 3D cinema which is another kettle of fish altogether.

So there we are. A fairly basic answer which most people understand! Incidentally, I am a 3D generalist, available to hire in London, UK. Check out my work on the home page at https://www.ajcgi.co.uk.