Fully CG animals, digital doubles and hybrid creature builds. Photorealistic enough to share the frame with real performances. Twelve productions across sharks, birds, possums, goblins and things that used to be human.
Creature work lives or dies on one thing: does it read as physically real in the world the camera is in? Not real in isolation. Real against a live actor, in a real location, with real lighting that we weren't there to control.
Our creature pipeline is built around that constraint. Every build starts from production reference: live-action animal footage, concept art, the practical prosthetic, the scanned actor. We match surface, proportion, movement and lighting to what was actually captured on the day before a single detail is invented.
Modelling in Maya or from production-supplied base meshes. Surfacing in Substance Painter. Fur and groom simulation in Houdini FX, built to match the environment the creature lives in, whether that's a dry Australian bush, a rain-soaked Victorian mansion, or an ocean. Rendering in Redshift, compositing in Nuke.
For digital doubles, the process starts from photogrammetry scans of the actor or practical costume. For fully CG animals, from live-action reference footage, stills, and documented anatomy. The creature is built to exist. Not to be noticed.