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phoebe long

Degree Film - Cosmic Echoes

Final Year 2018 - 2019

This is a four-minute-long, 3D animated film created by myself and my team for our major project at Ulster University. My roles included Director; Lead Animator; Pre-vis Artist, Cinematographer and Editor.

A 2D Animatic I created from timed storyboards, to help set the pace of the film.

BFX
BFX 2017 - A knock in the road

July - August 2017

My team were finalists in Bournemouth University's Visual Effects and Animation competition. I directed a five-person team to produce an animated short film from a selected screenplay for the charity Re-Cycle. I worked on character designs and animation (Mechanic character's first scene), modelling and texturing, environment layout and scene composition (garden and warehouse), lighting, compositing and editing. 

Animation tests (mannequin rig courtesy of "Truong 3D"):

Animation cycle (animation only):

I worked on the lighting and shading for the garden scene. Models that are mine include the shed, bricks and grass:

I worked on the lighting and shading for the warehouse scene, as well as the animation for part one. Models that are mine include the lights, room (windows, roof) and cloth:

Character and environment concepts:

Aster
Aster

June 2017

I helped with the animation in a few scenes on this beautiful short, created by a group of Ulster University final year students for their degree show.

Lili & Lulu
Saloon
Anchor 1
Spooked
Compositing
Lip sync
tiger
Enter yes 

April 2017

This was a sheltered placement project at a local studio in Belfast, EnterYes. I was a part of a team that worked on conceptualising ideas, character's and environments for their latest project as well as developing their asset inventory.

I used software such as Autodesk's Maya and Mudbox, ZBrush and Photoshop. 

This is their finalised pilot episode:

This was a key-shot that I worked on for a scene. I created the frame, some of the 2D and 3D assets and the lighting.

Character concept sculpt: Caterpillar

A turntable of the 3D assets we created for their inventory.

My models and concepts

QUADRUPED WALKCYCLE

March 2017

My first attempt at a quadruped walk cycle. Rig created by Morgan Loomis on CGSpectrum. Animated using Maya 2017 and rendered using Arnold.

Lip sync - "Stranger Things"

February 2017

My first acting and lip sync animation to "Stranger Things" Joyce and Hopper. Animated using the Mery and Malcolm rigs (from MeryProject and AnimSchool) with Autodesk Maya and software rendered.

Compositing - Medium's Table

January 2017

Medium's Table was a solo project and my first compositing one. It's a still image of candles against a brick wall with tarot cards and a crystal ball composited in front of it.

The cards and crystal ball were modelled using Autodesk Maya 2017, the cards were also textured with my own Adobe Photoshop paintings. Both were rendered using Arnold and the whole image was composited together using Nuke (v10).

Breakdown:

3D Environment - Saloon

October 2016

This was a modelling project for which we had to design and model a 3D environment with a narrative. Our scene was a western saloon just after a bar brawl. I worked as part of a dedicated team of five and we modelled using Autodesk Maya. 

I designed the layout, modelled the floorboards, the cloth in the scene, bar unit, stools, guns, hats, book, spittoon and playing cards. I also helped with the finishing touches such as the broken banisters and any artefacts within the scene.

walk cycles and body mechanic

October 2016

This was a solo animation assignment for which we had to animate a vanilla walk cycle, a character walk cycle and a body mechanic. I did a sneak cycle and a dive roll. Animated with Autodesk maya.

Vanilla Walk Cycle

Sneak Cycle

Dive Roll

Spooked

March 2016

My first animated short. I was part of a four person team and was responsible for the design, modelling, rigging and texturing of the main character. I also modelled the window, cushions and helped texture the scene. I also assisted with the animation. Created with Autodesk Maya and rendered with Mental Ray.

These are the shots where I animated the characters or misc.

Cinematography techniques and camera animation I employed to help carry the tone and narrative.

I translated the 2D Animatic into a 3D pre-vis to establish better pacing and narrative.

Concept Art

Initially, I used a photo-bashing technique to block out my design which I would then colour correct and finally paint over to acquire the imagery I was after. These pieces include a Control Room environmental design, two key-shots of animation and a colour experiment.

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