Given the task to articulate main and tertiary characters. Responsible for creating a standard for character topology (body and face).
Peanuts (2015)
Anubis(TBA)
Modeler
Blue Sky Studios
November 2011 - September 2013
Tasked with modeling/designing characters, environments and various supportive assets for feature films. Helped incorporate Zbrush into the character pipeline for accelerated production. Worked closely with R&D to use displacement maps for characters and responsible for test bedding future modeling software.
Epic(2013)
Rio 2 (2014)
Instructor
School of Visual Arts
2012 - 2014
Instructor: School of Visual Arts, NY, NY
Instructed an Adv. Modeling and Rigging course, where students were tasked with creating a character and preparing their model for production/rigging pipeline. Students were taught modeling techniques and foresight to prepare their models for rigging.
Character Technical Director
Pixar
2010 - 2012
Character TD Resident / Digital Sculpture Artist Jan 2010 - Nov 2011
Modeled and rigged characters, props and assets. Solely responsible for all hierarchical hand articulation and integrated simulation rigs into props. Tasked with body rigging for Lord and Young MacGuffin for Brave. Seamlessly transferred characters and rigs Monsters Inc to Monsters University. Responsible for rigging “Johnny” and other tertiary characters for Monsters University. Created background variants using tertiary face-rigs and incorporated Zbrush into production to help accelerate the character pipeline.
Brave (2012)
Monsters University (2013)
Instructor: Pixar University Zbrush Workshop
Instructed senior modelers/articulators ways in which Zbrush can be used for digital sculpture. Went over the features of the program as well as the most effective ways to sculpt on geometry. The course covered the tools, functions and techniques.
Character Artist
4mm Games, LLC
October 2009 - December 2009
As a character artist I presented conceptual characters that would then be involved in pitches to establish a relationship with clients. This then lead to involvement in the design and bearing for a future project/game.
Freelance Technical Director
Framestore
May 2009 - September 2009
Responsible for modeling, compositing, lighting, generating FX's, and painting textures for film and commercials. Composited shots with lighting using Shake. Generated models/textures from various software and scripted simulations for various objects in scene. Using software such as Mudbox/Zbrush I developed pose displacement animation for multiple character rigs.
Salt (Release Date: 23 July 2010 (USA)
Commercials: GE ‘Crane’
LG ‘Birds’
EA ‘Fight Night’ spot
Freelance Character Artist
Nathan Love
June 2008 - September 2008
A modeler, concept design and texture artist. Participated in the development of characters for upcoming commercials and short. Created multiple concept work which included conceptual sculpture (Zbrush). Was in charge of modeling and texturing characters. Created high detail maps, such as a displacement, cavity, normal, height, and projection maps.
Intern
Framestore
May 2008 - July 2008
A modeler, concept design and texture artist. I worked to detail characters and create high detailed maps. Participated in the development of characters for upcoming commercials. Created multiple concept arts which included conceptual sculpture (Zbrush). Was in charge of modeling and texturing characters. Created final detail passes and posed characters in Zbrush. Created high detail maps, such as a displacement, cavity, normal, height, and projection maps.