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Jami Gigot

Children's Author/Illustrator

  • Books
  • Illustration
  • Film
  • Blog
  • Activities
  • About Me
  • Upcoming Events

 

Jami Gigot - VFX Showreel Breakdown

Jlgigot@yahoo.com

Coming Soon:

Pan - Texture/Look dev lighting

Game of Thrones - White Walker textures/lookdev

Captain America  - Textures and Lighting for Quinjet action sequence

Elysium - Immigration shuttle textures and concepts

R.I.P.D.  - Environments of Boston at night, Lighting and look dev for cellblock

White House Down - Look dev of trees, vehicles, WH buildings and grounds

The Fast & Furious 6 - Look dev for vehicles and hideout environment

Start of reel:

Sweeney Todd - Created concept art this shot was based on. Created the buildings and street environment using a 2 ½ D approach of combining matte paintings and projections. Some modeling as required.

Avatar - Painted textures for the foreground towers and various buildings for the army base on Pandora.

The Imaginarium of Doctor Parnassus - Created entire sequence of over 30 shots with a small team of four artists. Worked directly with Terry Gilliam to create all the layout and camera animation for the sequence. Modeled and textured shoes, lily pads, Faberge egg, and props. Animated lily pads, and various other elements as needed. Lit and rendered several passes using mental ray.

The Thing - Textures and look dev for ice cave and spaceship. Sculpted modeling detail into cave and additional snow detail using z-bush

The Thing - textures for the helicopter and fg props

The Thing - textures for the interior corridor

The Imaginarium of Doctor Parnassus  - bg sculpting and painting

Sweeney Todd - Matte painting and projections

Lyra’s World Revealed (Pitch for The Golden Compass) - Full CG street. Modeled and textured buildings on oxford side using a 2 ½ D approach of combining photography with matte painting. Matte painted in foliage and various bg buildings for Lyra’s world.

Sahara - Modeled and textured solar plant and surrounding mirrors. Designed layout of the solar plant

Charlie and the Chocolate Factory - Previs and postvis animation (which I think ended up as final) of camera and elevator for sequence. Modeled nutroom exterior, fudge mountain exterior, oompa village, elevator, tv room

The Day After Tomorrow  - Texture projections, modeling clean-up of lidar scans of buildings

The Thing - Sculpted the snow detail, look dev for ground ice

The Imaginarium of Doctor Parnassus  - Modeled, textured, animated and rendered lily pads. Camera animation and layout.

Curse of the Golden Flower - Blocked out layout of characters and weapons using lores proxies and animated camera to use as directorial reference for film shoot. Textures and models for BG buildings. Final Lighting.

Sweeney Todd - Painted the buildings and street environment using a 2 ½ D approach of combining matte paintings and projections. Some modeling as required.

Sahara - Modeled and textured solar plant and surrounding mirrors. Designed layout of the solar plant. Used technical drawings of solar panels to match set model.

V for Vendetta - Animated several crowd scenes using Cinesite’s propriety software.

Sweeney Todd (asylum) - Created concept art this shot was based on. Created the buildings and street environment using a 2 ½ D approach of combining matte paintings and projections. Some modeling as required.

Sweeney Todd (graveyard) - Designed the layout of the graves and projected textures from photographs. Matte painted in gaps and ground

Charlie and the Chocolate Factory - Previs and postvis animation of camera and elevator for sequence. Modeled  tv room, glass elevator

The Thing (ship exterior)- Final beauty Lighting, textures and lookdev for ship and cave

The Thing (ship interior) - Final bg lighting and lookdev, modeled and textured the interior ship and pilot chairs

The Chronicles of Narnia Prince Caspian - Created layout for several of the bg soldiers and animals throughout this sequence. Used low-res layout models to set up fighting vignettes and show action

V for Vendetta - Knife animation and trails, lighting.  I also did a lot of modeling for this show including Evie’s digi double and V’s mask

Avatar - Textured the mechanical arm and several digital doubles. 

Kozo - short film project in which I animated the hippo for a few shots

KCRW Radio Promo (Headphones/Flowers)- Worked as the single digital artist to create this promo using still photography, after effects and maya

Flowers - personal project, 3d modeling, hand painted water color textures, animation

Charlie and the Chocolate Factory - Previs and postvis animation of camera and elevator for sequence. Modeled  guns, glass elevator, targets

The Day After Tomorrow  - Texture projections, modeling clean-up of lidar scans of buildings

Kozo - Character animation

The Chronicles of Narnia Prince Caspian - Layout

The Imaginarium of Doctor Parnassus  - Modeled, textured, animated and rendered lily pads. Camera animation and layout.

Charlie and the Chocolate Factory - Previs and postvis animation of camera and elevator for sequence. Modeled  guns, platforms, glass elevator, targets

V for Vendetta - Knife animation and trails, Lighting

The Da Vinci Code - BG painting of wall and caustics . - Modeling, texturing and precomp for boat.

Curse of the Golden Flower - Blocked out layout of characters and weapons using lores proxies and animated camera to use as directorial reference for film shoot. Textures and models for BG buildings. Final Lighting.

People/Eyes - Worked as the single digital artist to create this promo using still photography, after effects and maya

 

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