Jan Jinda

Jan Jinda

Lead 3D Asset Artist

Lead 3D Asset Artist / 17 yrs

Prague, Czech Republic

Hire Me
I am 3D Asset Generalist with more than 14 years of experience in the VFX industry. My skill set is mainly focused on complex modelling, sculpting, texturing and lookdev, both organic and hard-surface assets. I was leading asset builds at DNEG on blockbuster projects like Avengers: Endgame or F&F: Hobbs and Shaw and recently freelancing on unannounced game cinematic, a Netflix show, etc.
Work History
  • 3D Asset Trainer

    CAVE Academy

    May 2020 - Present

    As a member of a training team, I was presenting Masterclasses, taught courses and took a part in Dailies review sessions
    Courses:
    • Introduction to Character Modelling 1001
    Masterclasses:
    • Modelling Digi-Doubles with Scan Data

  • Lead 3D Asset Artist

    Freelancer

    July 2019 - Present
    Prague, The Capital, Czech Republic

    Working on freelance remote basis for various clients. (VFX, Games, VR and real-time projects)
    • Fanatic Games - supervision and pipeline creation for character assets
    • RUR - lead character and asset artist on UE4 projects
    • Autodesk, More.is.more

  • Senior Character Artist

    Axis Animation

    November 2021 - December 2021
    Remote
  • Senior Character Artist

    Axis Animation

    September 2021 - October 2021
  • Lead Character Artist

    unit

    March 2021 - July 2021

    Worked on unannounced Netflix project.

  • Senior Character Artist

    Axis Animation

    January 2021 - February 2021
  • Build TD

    Double Negative

    January 2016 - July 2019
    London, United Kingdom
  • Lead Build TD

    Double Negative

    September 2018 - July 2019

    • Wonder Woman 1984 – props – models, textures, lookdev
    • Fast & Furious: Hobbs & Shaw – complex environment – models, assembly, additional texture
    • Men in Black: International – props – model
    • Avengers: Endgame – character, environment, props – model, texture, lookdev

    As a lead artist I was responsible for hero asset builds. On Avengers: Endgame I made model of Captain Marvel digi double and full CGI costume. These had to be up to highest standards as they full screen size in the film. As for hard surface roles I was, for example, leading a build of very complex turbine hall environment for F&F: Hobbs & Shaw.

  • Senior Build TD

    Double Negative

    July 2017 - September 2018

    • Fantastic Beasts: The Crimes of Grindelwald – creature/prop – model, asset management
    • Venom – characters – model, texture, lookdev
    • Pacific Rim Uprising – characters – additional design, model, texture, asset management, scripting

    I switched to solely asset build during Pacific Rim: Uprising. As a part of Jaeger team. My tasks varied from designing parts of mechs and doing motion weapon motion studies over modelling to designing workflows and writing tools for managing massive assets. On shows like Venom I gained an experience with building (model, textures, lookdev) hero characters while working on Carlton Drake and SWAT team full screen size digi doubles.

  • 3D Generalist

    Double Negative

    January 2016 - August 2017

    • Dunkirk – vehicles – textures, first pass lookdev
    • Life – creature – additional design
    • A Cure for Wellness – character, creature – model, blend shapes, creature fx, shot sculpt

    I started at DNEG in a 3D Generalist role, working on various tasks from additional design, organic and hard-surface model, texturing, lookdev to creature FX and even lighting. Later I started to lean solely to asset build role.

  • Senior 3D Generalist

    Freelancer

    October 2009 - December 2015

    • Wildlife Crossing – VFX and pipeline supervision, models, textures, lookdev, lighting, compositing

    I worked as a freelance artist for a wide range of companies in advertising, iOS games development, TVCs etc. One of the most complex freelance projects undertaken was the Wildlife Crossing animated short film, which was still collecting awards all around the world.

  • Senior 3D Generalist

    R.U.R.

    September 2011 - September 2015

    • Antonio Cacto – VFX supervision, models, textures, lookdev, lighting

    • Charge the Dragon – VFX supervision, textures, lookdev, lighting, compositing

    I played important role as a core member of the 3D team at R.U.R. My responsibilities were modelling and texturing, but I also did a lot of other 3D related tasks, such as lighting, compositing, on-set supervision or pipeline design. Aside from TVC we also worked on few short film projects as a VFX supervisor.

  • CG Character Artist

    Qbone Studios

    August 2010 - December 2010
    Prague

    • Little Witch and a Broomstick - character modeling and texturing

    I worked on one of the hero and one of the supporting characters for a feature film. My work included digital concepting, sculpting and finishing the production models and textures.

  • Senior 3D Generalist

    Universal Production Partners

    September 2007 - October 2009
    Prague, The Capital, Czech Republic

    • Season of the Witch - creature – additional design, model, texture, lighting

    • 2012 – vehicle – model, lighting

    • Pandorum – environment, creature – model, texture, lookdev, lighting

    • The Nutcracker 3D – environments, vehicles – model, textures, lighting

    I worked on big feature films and several top tier commercials as a generalist, but I mostly focused on modelling and texturing.

  • 3D Generalist

    Cinemax

    September 2006 - September 2007
    Prague, The Capital, Czech Republic

    I did models and textures of props and environment for an RPG game Numen: Contest of heroes.