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Raphael Phillips
  • Work
  • Concept & Costume Illustration
  • About

Love, Death+Robots & Latest VFX Works ● ネットフリックスアートや作品視覚効果やゲームエンジン作品

アート情報 :このアートはネットフリックスのテレビシリーズLove, Death & Robotsといろいろ視覚効果とゲームのエンジン作品からの作品です。

Sonnie’s Edge: I had the pleasure to help finish off Sonnie's Edge with the incredible Blur crew, and my tasks were creating Ivrina's Black light tattoo's ( the lady with the white hair), modifying/rearranging Sonnie's patches all over her jacket, and breaking up a lot of Turbo Raptors chest when he gets sliced up.

Shape-Shifters: While at Blur, I had the pleasure to also work on Shape-Shifters with the incredible Blur crew. My tasks were sculpting the clothing variations and turban variations for all of the Afghan elders (including the elder werewolf), sculpting the initial pass of Sobieski's body, and the sculpting the initial pass of the elder werewolf's human form. Daniel Kho completed the sculpting of elder werewolf's human form, and I believe Frankie DeRosa finished off Sobieski's sculpting. So many other Blurians helped with the process, it was hard to keep track of everything that was going on!

Blur/Destiny:

I was tasked with the Mad Bomber for the Blur Destiny cinematic. Frankie DeRosa created the base bug body for all of us to start from, and Krystal Sae Eua created the base paint and skin shaders we used across the board. I built out and unified the rest of the character including all this dudes tech, as well as his entire outfit and weapons. Textured, shaded, additional sculpting, etc.

Unreal Engine Metahuman creator: I had the pleasure to help Epic Games craft a selection of the bodies for Tall, Medium and Short heights of both male and female bodies as well as help create high resolution textures for skin. I also helped create the base for some of the clothing used as well.

BLACK PANTHER (2017 - Luma Pictures):

I helped create the digital double of T’challa for the casino rumble in Korea.

Helped with the digital reconstruction of the street that Okoye’s car gets wrecked on as well as making a transformable bead she throws

Helped with the transition of T’challa into the panther suit as he flips over the car

Helped make and arrange digital reconstructions of Busan for the car chase sequence

THOR RAGNAROK (2017 - Luma Pictures):

On Thor, I sculpted and look developed weapons, made spaceships, created blendshapes and concepted set extensions.  Here is the breakdown:

- Korg's Axe: This was my first asset on the show. Modeling/Texturing/Shaders. Was a nice intro to Luma's pipeline.

- Set Alteration: Anthony Grant and I digitally altered the room that this was shot in, adding subtle details to the walls.

- Set replacement: I digitally replaced the door that was exploded for this shot. Modeling/Texturing/Shaders.

- Tri Head's Axe: This was the second weapon I did for the show. Modeling/Texturing/Shaders. Fun fact, the head on the right is a scan of the director, Taika

- Thanos' Ship: The modeling team at Luma had a very short amount of time to model and texture this ship, so we broke it up. I modeled the front cockpit part. Schiller Jean-Louise, Chaiwon Kim, Lily Morgan, and others modeled and textured the rest.

Apex Legends:

I had the great pleasure of helping the character team at The Mill bring this to life. I worked on the model for the sushi chef, the little girls hair, and stylized textures for the wife. Many thanks to Derrick Sesson for the great leadership and vast knowledge of all things 3d. Enjoy!

Warner Bros/Green Lantern Ride Film:  I was tasked with concepting, sculpting, texturing and look deving characters for an upcoming project.  There were general 2d concepts, but I took it much further than the information given.  The shader work is done in V-Ray 

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Copyright © 2005-2023 by Raphael Phillips.  All Rights Reserved.