I am an experienced CG Artist for film, but always keen to learn more and share what I already know.
Over the years I've tried to get a solid grasp of many skills to create efficient and polished work.
I am autonomous to execute my tasks, but really
enjoy working as part of a larger team and exchange feedback to be in constant search of possibilities.
I feel comfortable working with both assets and shots teams and often like to start doing assets and carrying on with lighting if the show allows.
I am focused mostly on cg environments, hard surface, organic assets and set extensions.
Work History
Vacation
February 2017 - March 2017
Double Negative
April 2016 - February 2017
Senior CG Generalist | Environment TD
Assets & Shots: assets modelling, set dress, texturing, look development, shading networks, lighting... :)
Atomic Fiction
August 2014 - February 2016
- Senior CG Artist with strong focus in texturing, surfacing & lookdev, using Mari, Nuke, Vray, Katana & Maya mostly.
- Work on hero cg assets doing textures & final look development.
- Surfacing mid/high frecuency detail (zbrush).
- Modeling of hard surface assets.
- Building shading networks templates.
- Assembling, grade & tonemap HDRs.
Mikros Image
August 2014 - August 2014
Generation of speed tree assets
Follow modeling art directions
Model additional high res trunk (zbrush & maya)
Mikros Image
February 2014 - July 2014
-Character texture painting using Mari - All maps
-Surfacing of models ( additional high/mid frequency details using zbrush)
-Build shader networks using physically accurate shaders (skin / clothes / hair & fur / etc...)
-Follow art director notes to achieve look development goals
-Ensure lookdev of models is working prior sending them to lighting
-Additionally I am in charge of building tree assets in speedtree for cg environments.
Modus FX
April 2013 - December 2013
Freelance Lookdev & Textures for film
- Lookdev, Lighter, Texture Painter - Beauty and the Beast
- Asset lighting / Matte Paint - Robocop
Modus FX
May 2012 - April 2013
Studio Pascal Blais
May 2012 - May 2012
Digital Dimension
March 2012 - April 2012
Freelance modeling, texture, shading artist for IMAX stereoscopic project.
(I did high res modeling, texturing, shading and layout for an environment to be used in different shots)
Studio Pascal Blais
March 2012 - March 2012
Rodeo FX
July 2011 - November 2011
Modeling, Texturing & Lookdev
Projects:
Red Tails
Mirror Mirror
Jack the giant slayer
Meduzarts
April 2010 - May 2010
Lookdev and textures for Assasins Creed Brotherhood advertising for E3.
I was mostly working doing shading and also did some retouch and modifications
on maps. Did all shading for 3 Characters using Mental Ray.