Craig Dowset

Craig Dowset

Modeler/Texture Artist, Character/Environmen Artist, Teacher

Senior Modeler/Texture Artist / 19 yrs

California

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Craig Dowsett is a Model/Texture Lead with years of experience in animation, games, and VFX. Craig has worked for Marvel, DreamWorks, Sony, Epic, etc..Projects include Spider-Man Freshman Year, Puss in Boots 2, Boss Baby 2, Black Panther, God of War 4, Destiny, How To Train Your Dragon 2, ParaNorman and others.. Craig was nominated for a Visual Effects Society award in 2010 for his work on the film Coraline. He was also recognized for his contributions during the 2016 Oscars Sci-Tech awards acceptance speech.
Work History
  • Modeler/Texture Artist

    DreamWorks Animation

    April 2025 - December 2025
    Glendale, CA
  • Art Modeler

    Paramount Animation

    January 2025 - March 2025
    Burbank, California, United States
  • cg lead artist

    Nickelodeon

    May 2024 - December 2024
    Burbank, CA

    I am a lead asset artist at Nickelodeon working on Transformers: EarthSpark. My responsibilities include creating main assets, QCing models/textures, helping artists to meet deadlines, creating tutorials/documentation, critiquing the team’s work, and a variety of other tasks.

  • Environment Artist

    NantStudios

    February 2024 - May 2024
    El Segundo, CA

    I worked as a Environment Artist for a real time UE based volume. Responsibilities include Sculpting/Modeling/UVs, Texturing/Lookdev, Lighting/Rendering, Maya, Zbrush, Substance Painter, Marvelous Designer and more.

  • Character/Environment Artist

    Mindshow, Inc

    August 2023 - January 2024

    At Mindshow I create character/prop assets for real time animation projects.

  • Model/Texture lead

    Mold3D Studio

    January 2023 - July 2023

    I lead a team of several artists in the creation of modeling/texturing assets for Unreal projects. My responsibilities include creating main assets, QCing models/textures, helping artists to meet deadlines, creating tutorials/documentation, critiquing the team’s work, and a variety of other tasks.

  • Character Artist

    Marvel Animation Studios

    January 2022 - January 2023

    I am currently working on "Spider-Man Freshman Year" at Marvel Animation. My job responsibilities involve character modeling for both development and final production.

  • Instructor

    AnimSchool

    October 2021 - June 2022

    I teach advanced production modeling, focusing on character modeling industry standards. Topics covered are topology, anatomy/form, posing, Marvelous Cloth, Zbrush, Maya, rendering, and other modeling topics.

  • Modeler

    DreamWorks Animation

    April 2019 - January 2022
    Glendale

    My responsibilities included creating character and environment models. I helped to introduce Unreal as a tool for our team's pipeline.

  • Character Artist Lead

    Fox VFX Lab

    April 2018 - March 2019
    Los Angeles CA

    I worked as the character lead for the virtual art department. My role focused on creating real time character assets and leading a team of character artists to do the same. On top of generating character art, my team generated props and set decoration. As part of my lead responsibilities I kept artists on task, helped define a schedule, and created educational documentation for our team.

  • VAD Character Artist

    Digital Domain

    March 2016 - May 2018
    Greater Los Angeles Area

    I worked as part of the VAD team- focusing on creating Character Art for VR games, Film Visualization/VirProd, and other VR/Realtime related experiences. My pipeline involved creating assets in Maya, Zbrush, Marvelous Designer, and Zbrush. When not creating Character Art- I also created prop and environment assets. My work was used in the films Black Panther, Ready Player One, The Mummy, and VR games ArchAngel and Eleven11.

  • Senior Artist/Remesh Lead

    Sony Computer Entertainment, Inc.

    August 2015 - February 2016
    Santa Monica

    I preform a variety of digital art duties involving modeling, character remesh, and blendshape creation. I over saw a team of artists involved with the remesh character pipeline.

  • Modeler

    Prologue Films

    February 2015 - July 2015
    Venice CA

    I worked on character, environment, and prop models for Bungie's Destiny Game Cinematics.

  • Remesh Lead

    Sony Computer Entertainment, Inc.

    August 2014 - February 2015
    San Diego CA

    I worked on high end character models based on scan data. I over saw scan alignment, marker tracking, transferring scan data to final topology, mudbox cleanup of assets, and a variety of other character modeling tasks.

  • Instructor

    Platt College San Diego

    October 2014 - January 2015
    San Diego

    Part time Instructor for class on Zbrush/Maya character art.

  • Digital Artist

    Digital Domain

    July 2014 - July 2014
    Los Angeles

    I preformed a variety of digital art duties including modeling and texture map generation. Primary software used is Zbrush/Maya/Photoshop.

  • Modeler

    DreamWorks Animation

    September 2010 - July 2014

    I worked on character/prop models for the movies Puss in Boots, The Croods, Turbo, Peabody and Sherman, How to Train Your Dragon 2, and The Penguins of Madagascar. My responsibilities include poly/nurb modeling, UV layout, hair curve generation, and model trouble shooting.

  • Modeler

    Laika

    January 2009 - August 2010

    My position at Laika involved R&D, Visual Development, and general modeling/texture work.

  • Teacher

    The Art Institute of Portland

    July 2009 - July 2010

    I taught a part time class on Zbrush/Maya character art.

  • Modeling TD

    Rhythm & Hues Studios

    September 2008 - December 2008

    Working on "Night at the Museum 2" I generated prop and character models. My responsibilities include original model generation, remeshing, model cleanup, and UV layout.

  • CG Artist

    Laika

    March 2007 - September 2008

    Working on "Coraline" I generated prop and character models. My responsibilities include original model generation, remeshing, model cleanup, and a variety of generalist tasks.

  • Cinematics Modeler

    Sony Computer Entertainment America

    February 2006 - March 2007

    Worked on "Killzone: Liberation", "Lair", AND "Socom FTB2". As part of the modeling team, I generated character/prop models. I worked primarily in Zbrush, Maya, and Mudbox. My generalist responsibilities included shader and texture work.

  • Materials Artist

    Sony Computer Entertainment America

    2006 - 2007
  • Teacher

    Platt

    July 2003 - February 2006

    My responsibilities included generating CG art and giving lectures. My classes cover several subjects including modeling, texturing, materials, MEL, life drawing, and a variety of Maya/Zbrush basics.

  • CG Artist

    Klasky Csupo

    September 2001 - April 2002

    Using Maya, created lighting, texturing, and models for animated short "Milo".

  • CG Artist

    Modern Cartoons

    January 2001 - August 2001
  • Art Director

    ThinkBox

    January 2000 - January 2001
    Glendale, CA

    Art directed and created art assets. Managed a team of artists. Worked in Flash/3DSMax.

  • Artist

    ImageBuilder

    1997 - 1999
Education
  • Bachelor of Arts (B.A.) in Illustration

    Rhode Island School of Design

    ? - ?