I am a Senior Character Artist based out of Los Angeles and have been working in the VFX and Video Game industries for 8 years. I specialize in modeling, texturing, concepting, and designing characters and creatures.
- Modeled, UV’d and textured characters/creatures for a theme park attraction.
- Went through the process to make each character/creature an asset capable of being rendered in real time or through the render engine Arnold.
- Used ZBrush for sculpting, Maya for retopology and Substance Painter for baking maps as well as texturing the assets.
- Created low and hi-res, production ready creature models for feature films and television shows.
- Modeled and designed environment, props and set pieces for use in set extensions for film production.
- Optimized UV's of all models created using Maya.
- Created textures for models using Subtance Painter and Mari as well as utilized ZBrush for baking normal and displacement maps.
- Used Maya and ZBrush to complete all models.
• Created low and hi-res character models, paying close attention to topology, edge flow, and creating a likeness to the reference in order to ensure the model was recognizable.
• Created a variety of organic and hard surface assets for various films as well as mobile apps in programs such as Maya and ZBrush.
• Set up shaders for the proper materials of created assets inside Maya using Arnold.
• Optimized UVs of all assets for max efficiency.
• Developed multilayered, photo real textures in the software Mari for use in multi-pass rendering.
• Worked in a large, team oriented environment and gained experience learning completely new pipelines as well as experience interacting with supervisors and other employees in many different departments.
- Took UV'd meshes and matched them up with scan data in order to create a better topological flow and point placement for use in generating wrinkle maps.
- Processed photogrammetry scan data using Agisoft Photoscan and GSI Studio.
- Cleaned up scan data using ZBrush and GSI to make it suitable for remeshing.
- Remeshed base meshes inside Maya in order to give them proper edge flow for animation use in high detail areas such as the eyes, lips, and fold lines.
- Adjusted capillary regions of multiple face scans for use in generating blend shapes and wrinkle maps.
Assisted with the creation of creature concepts for an upcoming film using ZBrush to quickly and efficiently achieve a specific aesthetic.
- Worked directly with supervisors and developers in the support of digital content creation in order to optimize it for major motion picture visual effects, gaming and 3D printing.
- Set up and operated 3-D scanning equipment such as full body scanners, head scanners and handheld capture scanners, on location and in-studio to capture client-specific data.
- Used various software packages such as ZBrush, Maya and Geomagic Design X to process scanning data, ranging from head and facial, full body, props, vehicles and environments in order to make the data ready for production purposes.
- Worked with digital data of fine art pieces, modifying them and working directly with the client to achieve their vision and ensure the 3D mesh was optimized for 3D printing.
- Assisted in the prototyping of new designs with the goal to expedite certain elements of the 3D printing process in film and television.
• Created low and hi-res character models, paying close attention to topology, edge flow, and creating a likeness to the reference in order to ensure the model was recognizable.
• Created a variety of organic and hard surface assets for various films as well as mobile apps in programs such as Maya and ZBrush.
• Set up shaders for the proper materials of created assets inside Maya using Arnold.
• Optimized UVs of all assets for max efficiency.
• Developed multilayered, photo real textures in the software Mari for use in multi-pass rendering.
• Worked in a large, team oriented environment and gained experience learning completely new pipelines as well as experience interacting with supervisors and other employees in many different departments.