Passionate Groom Artist and 3D Generalist with 5 years of experience in animation production.
Able to handle multiple tasks, use a creative approach to problem-solving and have experience working as part of a team.
Work History
Groom Artist
Passion Pictures
April 2024 - July 2024
- Creating fur, hair and feathers for characters and props in animated productions with the Groom team.
- Cartoony grooming of humans and animals with Yeti.
- Using Mudbox and Mari to paint maps and Arnold and Nuke to make daily renders.
Groom Artist
Giant Animation
January 2024 - April 2024
- Creating fur, hair and feathers for characters and props in animated productions with the Groom team.
- Cartoony grooming of humans and animals with Yeti.
- Using Substance Painter to paint maps and Arnold to make daily renders.
Groom / CFX artist
Mikros Animation
August 2022 - August 2023
Montreal, Canada
- Creating setup for assets' scenes
- Managing simulations for cloth and hair, shot by shot, using nCloth and nHair.
Groom Artist
Mikros Animation
January 2022 - August 2023
Montreal, Canada
Creating fur, hair and feathers for characters and props in animated productions with the Groom team.
- Cartoony grooming of humans and animals with Yeti and property tools.
- Using Katana and Arnold to make daily renders.
Groom Artist
Rainbow CGI
May 2019 - April 2021
Rome
Creating fur, hair, and feathers for characters and props in animated productions with the Groom team.
- Cartoony grooming of humans and animals in XGen and nHair.
- Developing workflows to solve problems and necessities.
- Collaboration with Modeling and Rigging department in order to increase performances for assets.
- Groom Artist for Disney's Puppy Dog Pals, Rainbow's 44 Cats and Disney's The Ice Age Adventures of Buck Wild.
Lighting Artist and 3D Generalist
Rainbow CGI
July 2018 - February 2019
Rome Area, Italy
Determined appropriate lighting design and workflow according to places and situations for Rainbow's 44 Cats.
- Collaborating with Finishing department in order to set up scenes in Maya.
- Creating lightrig using V-Ray nodes in order to match client references.
- Assembling shots in Nuke for the purpose of building precomps for compositors.