I utilize a digital pipeline including ZBrush, Maya, Magics, etc to create physical props for film (focus on wearable ones) and high end collectibles for companies like Sideshow, DC Entertainment, XM Studios, etc. I can carry projects from concept to delivery.
March 2014 - December 2015
Quantum Creation FX
December 2014 - July 2015
September 2013 - May 2014
Responsible for creation of digital assets, both organic and hard surface, utilizing ZBrush and Maya. Other aspects included retopology of digital models with creation of UV maps and texture/displacement maps. All models created for 3d printing.
July 2011 - September 2013
-Modeling/Sculpting of assets utilizing 3D applications such as Maya and ZBrush.
-Engineering of models for real world use and function (i.e. functional Iron Patriot suit for Iron Man 3)
-Preparation of models for rapid prototyping/3d printing
-Creation of concept art based on film/commercial propperties
-Fleshing out of existing rough concept art provided by client
-Iron Man 3
2008 - September 2011
I spearheaded the digital initiative for Sideshow Collectibles, providing digital assets and digital sculptures for their high-end collectible product lines. In addition to projects in my own queue, I managed a group of other sculptors (all independent contractors) from all over the world; countries included Canada, France, UK, and Pakistan. My duties for managing these projects encompassed art direction, final revisions/changes, and print prep for rapid prototyping (key engineering, parts breakdown for resin or injection molded pieces). Idol Workshop w
Digital Department Supervisor
TMP International/ McFarlane Toys
June 2005 - December 2008
I was hired to build a digital department for McFarlane toys that eventually encompassed digital modelers, high end scanning equipment, and 3D printers. I was also responsible for integrating a digital pipeline into their pre-existing sculpting/fabrication setup. I was deeply involved in both toy design and engineering, from concept through rapid prototyping (i.e. Halo and Military lines of figures)
2005 - 2006
I designed battlefield equipment for the US Military, in addition to US Special Forces. I obtained classified clearance to work on these projects. My primary software platform prior to this was Autodesk Maya, and in order to secure the job, it was necessary to become competent in Autodesk Inventor in less than one week. My job duties also included homogenizing components into a comprehensive library so that parts would be compatible to be placed in multiple assembled configurations.
Gentle Giant Studios
2003 - 2004
Responsible for scanning of props, sculptures, and people along with cleaning/retop of data. I was also responsible for modeling of hard surface digital assets from scratch or based on scan data.