Nathaniel Morgan

Nathaniel Morgan

Knowledgeable 3D Generalist

Senior Look Development / 13 yrs

Los Angeles, CA

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Sr. Look Development Artist.

Thor: Ragnarok (2017)

Visual Effects Artist

Star Trek Beyond (2016)

CG Generalist

10 Cloverfield Lane (2016)

Visual Effects Artist

Star Wars: Episode VII - The Force Awakens (2015)

Texture Artist

Hercules (2014)

Visual Effects Artist

Percy Jackson: Sea of Monsters (2013)

Tracking Artist

Major Crimes (2012)

I am a professional CG generalist with experience working in the entertainment industry on film, commercials, games, and VR experiences.
Work History
  • Look Development Artist

    Undisclosed

    January 2019 - March 2019
    Sunnyvale, CA
  • Sr. Lookdev Artist

    Digital Domain

    July 2018 - December 2018
    Los Angeles, California, United States
  • Digital Artist - Look Development

    Undisclosed

    January 2018 - June 2018
    Sunnyvale, California, United States
  • Lookdev artist

    Digital Domain

    May 2017 - January 2018
    Playa Vista, CA
  • Senior Lookdev Artist

    Deluxe Entertainment

    August 2016 - May 2017
    Santa Monica, CA

    Texture / Lookdev for UE4, unity, vray

  • CG Generalist

    The Mill

    July 2016 - August 2016
    Greater Chicago Area

    Lighting and Texturing

  • CG Generalist

    Kelvin Optical

    September 2015 - June 2016
    Santa Monica, CA

    Model, Texture, Lookdev, and Lighting. Projects: The Force Awakens, 10 Cloverfield Lane, and Star Trek: Beyond

  • Bad Robot

    September 2015 - June 2016
    Santa Monica, California
  • CG Generalist

    A52

    July 2015 - September 2015
    Santa Monica, CA

    Lighting, Texture, and Lookdev

  • 3D Generalist

    The Mill

    June 2015 - July 2015

    Modeling in Maya, texturing in Mari and lighting/lookdev in Arnold.

  • A52

    May 2015 - May 2015
    Santa Monica, CA
  • 3D Generalist

    Psyop

    April 2015 - May 2015
    Venice, CA

    Lookdev and Lighting in Arnold for various commercials.

  • The Mill

    March 2015 - March 2015
    Culver City, CA
  • CG Generalist

    A52

    December 2014 - February 2015

    Lighting in Vray & Matte Painting in Photoshop and Nuke, Texturing in Mari, Modeling

  • 3D Generalist

    The Mill

    December 2014 - December 2014

    Model, Texture, and Shade/lookdev in Arnold.

  • 3D Generalist

    Logan

    October 2014 - October 2014

    Modeling & Texturing for film

  • 3D Generalist

    Bad Robot

    June 2014 - September 2014

    Modeling and Texturing for a full 3D cinematic.

  • 3D Generalist

    Logan

    May 2014 - June 2014

    Layout, Texturing and Lighting

  • 3D Generalist

    Mirada Studios

    May 2014 - May 2014

    Modeling/texturing/shading/lighting in maya, mari, mudbox, zbrush, and vray

  • 3D Generalist

    Digital Domain

    March 2014 - May 2014

    Sculpting, Texturing, and Lookdev with zbrush, mari, nuke, photoshop, maya, and vray for a game cinematic trailer.

  • CG Supervisor

    Freelance

    February 2014 - May 2014

    Set Photography (HDRI), Modeling, UVs, Texturing, Shading, and Lighting for the short film GEAR.

  • 3D Generalist

    Logan

    March 2014 - March 2014

    Character modeling, texturing, and lookdev for a game cinematic trailer.

  • Director of Education

    Gnomon School of Visual Effects

    October 2013 - March 2014

    Curriculum development, technology assessment, training, management.

  • Generalist TD

    Double Negative

    July 2013 - September 2013

    Scene assembly on Catching Fire using Maya and a proprietary renderer
    Texture Painter on Hercules: The Thracian Wars using Mari and Prman

  • Freelance 3D Generalist

    Comen VFX

    May 2013 - June 2013

    Modeling and Matchmoving for television.

  • Freelance 3D Generalist

    Digital Domain

    April 2013 - May 2013

    Texturing & Look Development for an E3 game cinematic using Mari, Vray, Nuke and Maya.

  • Freelance 3D Generalist

    MPC

    October 2012 - April 2013

    Lookdev/lighting in mental ray for a CCP games commercial.
    Modeling/Sculpting for a television pitch project.
    Texture Painting in Mari for a PSA
    Blendshapes, texturing, lookdev/rendering in renderman for a Dell job.
    Lookdev/Rendering in mental ray, modeling/sculpting for a Coors end tag.
    Modeling/sculpting for a commercial pitch.
    Modeling, Texturing, Lighting for a game cinematic spot.

  • Freelance 3D Generalist

    The Mill

    September 2012 - October 2012

    Freelance work - Nike. Modeling, Look Development, and Lighting in Maya & Arnold.

  • Modeling TD

    Rhythm & Hues Studios

    March 2012 - September 2012

    I created hero models and digi-doubles for Percy Jackson 2 at R&H using Maya, Zbrush, Topogun, and UVLayout (headus).

  • Lead 3D Character Artist

    Benthos Studio

    December 2011 - February 2012

    Modeling/texturing/surfacing for [real time] in the source engine on a project in conjunction with Valve Software. Working with the director and art director to establish the "look" for our character set. The work was mainly accomplished using Zbrush, Mudbox, Maya, Topogun, UVLayout (headus), and Photoshop.

  • Freelance 3D Artist

    Mirada Studios

    November 2011 - December 2011

    Modeling, Texturing, Shading work for commercials using Maya, Mudbox, Photoshop, and Vray.

  • Freelance Modeler

    MPC

    September 2011 - October 2011

    Created animation meshes, high-res sculpts and texture maps for use with mental ray. Accomplished using Maya, Zbrush, Topogun, and UVLayout (headus).

  • CG Certificate Student

    Gnomon School of Visual Effects

    January 2010 - September 2011

    I've graduated the 7 term CG certificate program at Gnomon School of VFX.

  • Game Design Teacher

    Carnegie Mellon University

    June 2008 - August 2008

    I taught game design to high school students from around the country as part of a Carnegie Mellon pre-college program. I gave 3 90 minute lectures a week on various aspects of game design and I issued and graded class work done in the Neverwinter Nights 2 toolset (the aurora toolset).

  • Environment Artist

    Carnegie Mellon University - ETC

    January 2008 - May 2008

    I worked as the environment artist and level designer for the Winds of Orbis at the Entertainment Technology Center. Subsequently Orbis was shown at GDC 2009 at the Independent Games Festival as a student showcase Finalist.

  • Lead Designer & Modeler/Rigger/Animator

    Carnegie Mellon University - ETC

    August 2007 - December 2007

    I was the lead designer for the Fall '07 semester project Polar Frontier. Over the course of the semester I acted as lead designer as well as modeler, rigger, and animator for 2 games to be shown on location at the Columbus Zoo in Columbus, Ohio at the Polar Frontier exhibit.

  • Modeler/Rigger

    Carnegie Science Center

    June 2007 - August 2007

    During the summer of 2007 I acted as a rigger for the models displayed in the Carnegie Science Center movie 'Our Cells Ourselves.' In addition I contributed to the modeling work for the movie.

Education
  • Gnomon School of Visual Effects

    2010 - 2011
  • Carnegie Mellon University

    2006 - 2008
  • Bard College

    2002 - 2006