Compositing
I am not a compositor and I do not do traditional compositing, yet this stage shapes how I deliver almost every image. On key art for streaming series, I assembled my own CG renders in a slap comp in Photoshop, balancing every element into a single image that reads instantly at any size. On another project, I also produced an advanced slap comp of the FX. On game assets, I prepared final images that presented stylized models, and on shot work, I keep the compositing stage in mind from the start of an environment. Knowing how a compositor will use my renders changes the way I deliver them. I think about the passes, mattes and IDs that will make adjustments easy, the separation between foreground and background elements, and the edges where CG meets the plate. That awareness makes me a better CG Artist and CG Generalist, because I build images that can be refined rather than images that have to be rebuilt. It also helps when I supervise, since many issues are cheaper to fix in the render than in the comp. I see compositing as the place where everyone's work meets, and my part is to make sure my renders arrive there ready to be used
Compositing: 3 professional productions at 2 studios, with “Allen Iv3rson”, “The Boys - Season 5” and “Clash of Clans”
- Productions
- 3
- Studios
- 2
- Period
- 2024-2026
Productions
2026
2025
2024