Robert Meyers started as a traditional animator under Don Bluth and Brad Bird, changing career paths when the animation industry shifted toward CG. With a lifelong interest in art and film design, he has worked for major visual effects and commercial houses as a Senior Look Development artist, Lighter and Compositor.
His credits include TV series such as Sleepy Hollow, music videos, stereoscopic ride films, commercials and feature films such as The Avengers: Age of Ultron, Warcraft, The Amazing Spider Man, Red Tails, Sucker Punch, and The Iron Giant.
Work History
Environment TD / Generalist
Tippett Studio
June 2015 - Present
Berkeley, CA
Look Development / Environment & Lighting TD on a variety of Ride Film, VR, and TV projects, including Lemony Snicket's a Series of Unfortunate Events.
Guest Instructor
Digital-Tutors
November 2013 - Present
Advanced V-ray
Co-Owner
Studio Inari
November 2011 - Present
Concept design, 3D VFX services
Senior 3D Generalist
Industrial Light & Magic
October 2014 - March 2015
San Francisco, CA
Look Development / Lighting & Shading TD
Pixomondo
August 2009 - October 2014
Lead Lighting and Shading, Texture, Character Modeler, Concept Artist and 3D Generalist on Feature and Television projects. Created light rigs, shaders, models, render presets, MEL scripts, and other assets for use by lighting and animation team. Assembled shots and set up lighting and AOVs for final renders.
Projects:
"Sleepy Hollow" (TV), "After Earth", "The Amazing Spider-Man", "Hugo", "Red Tails", "Sucker Punch", "Percy Jackson and the Olympians: The Lightning Thief", "The Last Airbender"
Maya, MEL Script, 3ds Max, Vray, Nuke, ZBrush, Mari, Photoshop
Look Development / Lighting & Shading (Freelance)
Luma Pictures
May 2013 - July 2013
Santa Monica, CA
Created and modified existing light rigs, shaders, MEL scripts, and other assets to share with lighting team. Helped coordinate workflow and assets among a constantly changing pool of artists to maintain look consistency and quality. Worked closely with CG Supervisor/Compositor to achieve desired look on multiple shots.
"Fiat" (commercial) - Underwater lighting/shading of environment and Fiat cars
Maya, Arnold, Nuke
Lighting / Shading Supervisor (Freelance)
Spatial Harmonics Group
August 2011 - December 2011
Venice, CA
Supervised lighting team on several commercials. Created textures, shaders and light rigs for use by lighting team. Worked closely with compositors to ensure proper implementation of render elements.
3ds Max, Mudbox, Nuke, Photoshop
Look Development Artist (Freelance)
Industry VFX
June 2010 - July 2010
Sherman Oaks, CA
Lighting, Shading, Modeling and Texturing of photo real environment for commercial projects.
3ds Max, Photoshop
Lighting / Texture Artist (Freelance)
Zoic Studios
August 2009 - August 2009
Culver City, CA
"V" (TV series) Translated lighting and multiple textured environments from Maya to 3ds Max, created baked textures for use in Z.E.U.S. real-time tracking and rendering system.
Look Development / Lighting & Shading TD
Sway Studio
October 2005 - August 2009
Culver City, CA
Senior 3D Look Development / Texture Artist / Animator on Commercial and Feature projects.