Cesar Alejandro Montero Orozco

Cesar Alejandro Montero Orozco

Surfacing Artist

Burbank CA

Hire Me

Visual Development

Wizards take Flight (2021)

Visual Development

Chaos at Hogwarts (2021)

Look Development Supervisor

Mila (2021)

Surfacing Artist

Home (2015)

Surfacing Artist

Puss in Boots (2011)

Surfacing Artist

Kung Fu Panda 2 (2011)

Surfacing Artist

Kung Fu Panda Holiday (2010)

Surfacing Artist

Shrek Forever After (2010)

Surfacing Artist

Turbo (2009)

CG Artist

Space Buddies (2009)

Lighting Artist / Modeler / Texture Artist

The Lost Treasure of the Grand Canyon (2008)

Surfacing Artist

Kung Fu Panda: Legendary Warriors (2008)

Work History
  • Texturing Supervisor @ Mila (short film)

    The Art Institute of California - Hollywood

    July 2011 - Present

    Texture supervisor for MILA short film. The team consist of both professionals and students working from different places around the world to produce a CG animated short film entitled “MILA”.

  • Mila Film

    June 2010 - Present

    • Responsible for the strategy and implementation of all shaders in the film
    • Responsible for maintaining a consistent look for all sequences in the film.
    • Responsible for the textures and shaders of all assets in the film, including characters, vehicles, buildings and props.
    • Ensure the efficiency of the shader networks created by the look development artists.
    • Responsible for maintaining a consistent look and feel on all assets and sequences.

  • VR Developer (Unreal Engine) / Technical Artist

    Red Pill VR

    January 2017 - November 2017
    Los Angeles, California

    RedPill VR is a startup focused in creating audio-reactive music experiences with amazing graphics using Unreal Engine 4. We are a small team, so there is a lot of responsibility involved. My main activities at RedPillVR are:

    * Extensive use of Unreal Engine and the blueprint system to develop a high-end, realtime, music reactive application. This includes interfaces, behaviors, widgets, and any other automated behavior required for the VR application.
    * Build and integrate 3D assets (technical art) for the VR application in Unreal Engine, including modeling, texturing, lighting.

  • MOLD3D, LLC

    February 2017 - May 2017
    Greater Los Angeles Area

    MOLD3D is a company that specializes in high-end 3D visuals. They offer both training and production capacity to clients. Its staff includes Pixar and ILM veterans. I serve as an advisor for high-end real-time graphics.

  • Sr. Lighter Compositor / Technical Artist

    Duncan Studio

    October 2016 - December 2016
    Pasadena

    • Light & render shots and composite the resultant character and environment renders through to final output to satisfy the creative vision and technical requirements of the production.
    • Facilitate look development by working with surfacing to help define material settings and/or shading parameters.
    • Lead development of lighting tools for the studio.
    • Fix and propose shading networks for surfacing based on lighting needs

  • 3D Generalist/Designer ­VR Interactive

    RYOT

    July 2016 - October 2016
    Venice, California

    • Conceptualize and Create out of the box solutions for high profile interactive VR projects
    • Design, model and texture all CG assets to for the VR projects
    • Work with Unreal Engine & Unity to develop VR projects
    • Responsible for optimized lowpoly & texture assets for several target platforms.

  • RYOT

    July 2016 - October 2016

    • Conceptualize and Create out of the box solutions for high profile interactive VR projects
    • Design, model and texture all CG assets to for the VR projects
    • Work with Unreal Engine & Unity to develop VR projects
    • Responsible for optimized lowpoly & texture assets for several target platforms.

  • NXP Semiconductors

    April 2014 - July 2016

    • Responsible for all “next generation” artwork created for GTEC (Graphics Technology Engineering Center).
    • Responsible for 3D artwork implementation for all NXP customers and embedded products.
    • Responsible for managing all studio artists and helping as a bridge between them and embedded programmers.
    • Responsible for developing strategies, schedules and tasks for all GTEC demos.
    • Help all customers implement and refine their realtime 3D artwork on NXP embedded graphics products.
    • Develop realtime graphics documentation and techniques for optimal implementation in NXP embedded products.
    • Create demos that show off the capabilities of NXP graphics technologies.
    • Help scope NXP next generation graphics products from a technical art perspective.
    • Analyze and scope digital content creation tools that can be of strong use on NXP graphics products such as Socionext CGI-Studio, Crank Software, Unreal Engine 4, among others.
    • Analyze and scope advanced HMI / GUI tooling and determine its relative performance on NXP embedded graphics products.

  • Surfacing Artist

    DreamWorks Animation

    November 2008 - June 2014

    Surfacing artist and material/look developer for the animated feature film HOME from DreamWorks Animation.

  • Surfacing Artist

    DreamWorks Animation

    November 2008 - March 2014
    United States

    Smekday (2014)
    Turbo (2013)
    Puss in Boots (2011)
    Surfacing R&D (09/20/10 to 06/03/11)
    Kung Fu Panda 2 (2011)
    Kung Fu Panda Holiday Special (2010) (TV)
    Shrek Forever After (2010)

  • Instructor

    The ACME Network

    February 2012 - December 2013

    The ACME Network, is a non-profit dedicated to improving opportunity and potential for diverse and underserved learners. I help them reviewing their work, giving them feedback, answering questions. Its fun!

  • Mentor

    Artzolio

    October 2012 - December 2012

    I help aspiring artists find the right school for them. I review their portfolios, and help them refine them so they can have a better chance in getting into the school/job they want.

  • Spotlight Team Director

    Spinquad

    December 2006 - July 2010

    • Lead a team of world respected artist for the selection of work that is placed at the front page.
    • Coordinated interviews, press releases and many other PR activities for companies using Newtek LightWave 3D
    • Helped increased membership from 6k to 30k by keeping content fresh and exciting
    • Helped promoting contest for artists that could eventually land job interviews at different companies

  • Look Development Supervisor (Non-profit volunteer project)

    Mila Film

    June 2010 - June 2010

    • Responsible for the strategy and implementation of all shaders in the film
    • Responsible for maintaining a consistent look for all sequences in the film.
    • Responsible for the textures and shaders of all assets in the film, including characters, vehicles, buildings and props.
    • Ensure the efficiency of the shader networks created by the look development artists.
    • Responsible for maintaining a consistent look and feel on all assets and sequences.

  • Sr. CG Ligther

    Method Studios

    May 2008 - July 2008
    Vancouver, Canada Area

    **Previously known as CIS Vancouver/Rainmaker VFX

    • Worked as Lighting/Texturing artist for feature film projects.
    • Created face replacements on animal characters
    • Coordinated with Animation, Rigging and Modeling for the creation of dog and monkey heads.
    • Made sure Clients where satisfied with the delivered shots on due date.

  • CG Artist Generalist

    Digi-Guys

    July 2007 - April 2008
    London, United Kingdom

    • Helped create high definition assets to be used on game/film entitled “Wardevil”
    • Responsible for all lighting and texturing in-game
    • Responsible for R&D of lighting and texturing to deliver Director’s visual vision of the game.
    • Coordinated with Modeling and VFX department for the delivery of efficient pipeline and assets.

  • Photographer, Producer at Frajo Studio

    Frajo Studio

    May 2005 - May 2006
    Guadalajara Area, Mexico

    • Model Photography Producer
    • Events photographer

  • Photographer, Web Designer

    Zigno.com

    December 2002 - December 2004
    Guadalajara Area, Mexico

    • Created the web design of a social network from scratch.
    • Planned and coordinated the production of website content.
    • Planned and produced 50+ professional photo-shoots.
    • Took and published over 14,000 selected pictures in the course of 3 years.

  • Multimedia Developer

    Tecnológico de Monterey Campus Guadalajara

    2002 - 2003
    Guadalajara Area, Mexico

    • Software Developer for multimedia solutions
    • Developed efficient coding for animated interfaces using high-end graphics on low-end computers (486 PC)
    • Talked to clients and end users to understand their needs
    • Created strategy and tasks for the delivery
    • Created efficient code for the creation of 2D interfaces

Education
  • Vancouver Film School

    2005 - 2006
  • Tecnológico de Monterrey

    2000 - 2004