Ron Herbst

Ron Herbst

CG Supervisor/Certified Unreal 4 Generalist/Lighting Lead

Supervisor CG Supervisor / Lead Lead Lighting Artist / 15 yrs

Los Angeles

Hire Me

Senior Lighting Artist

Aquaman and the Lost Kingdom (2023)

Computer Graphics Supervisor

Special Ops: Lioness (2023)

Senior Lighting Artist

Black Adam (2022)

Computer Graphics Supervisor

The Gray Man (2022)

Computer Graphics Supervisor

Shining Vale (2022)

Computer Graphics Supervisor

Outer Banks (2020)

Computer Graphics Supervisor

NOS4A2 (2019)

Computer Graphics Supervisor

Tacoma FD (2019)

Computer Graphics Supervisor

Mayans M.C. (2018)

Computer Graphics Supervisor

Station 19 (2018)

Computer Graphics Supervisor

9-1-1 (2018)

Computer Graphics Supervisor

The Runaways (2017)

Digital Compositor

A Series of Unfortunate Events (2017)

CG Supervisor

Lethal Weapon (2016)

Commercial Group

Ender's Game (2013)

Lighting Lead

TRON: Legacy (2010)

Digital Texture Painter

We Own the Night (2007)

Model Lead

Red Planet (2000)

Digital Team Lead

Supernova (2000)

CG Director

Roughnecks: The Starship Troopers Chronicles (1999)

cg generalist

Blade (1998)

Video Computer Graphic Artist

Godzilla (1998)

Illustrator

Steel (1997)

Illustrator

George of the Jungle (1997)

Storyboard Artist

Dante's Peak (1997)

cg generalist/storyboard artist

Hercules: The Legendary Journeys (1995)

cg generalist/storyboard artist

Xena: Warrior Princess (1995)

Video Playback Supervisor / VFX Concept and Storyboard

SeaQuest 2032 (1993)

Illustrator

Guilty by Suspicion (1991)

Model Maker

Darkman (1990)

Model Shop Assistant

The Abyss (1989)

I lead teams of CG artists on high-profile, award-winning projects in entertainment.  I bring the perspectives of my experience in diverse disciplines over my career (mocap direction, production design, onset video graphics, screenwriting, editorial) into every task I am given.  In recent years I branched into VR/AR and virtual production, innovating techniques and solutions to address the evolving needs and exploding potential of these technologies .  In the spring of 2020, I completed a 6-week intensive Unreal Engine training fellowship with Epic Games resulting in a short film I created entirely in UE4, viewable here:  https://vimeo.com/500964774.

My early career in Los Angeles presented me with many challenging and highly creative opportunities on ultra-low budget feature films, from gun wrangling to production design to, yes, screenwriting. In 1990 I was privileged to join the IATSE Local 790, creating period movie posters on the film "Guilty by Suspicion."  I worked in the 4-ward Productions model shop, then in the Apogee Productions art department until its demise in 1992.  At Apogee, I learned the Video Toaster from Joe Conti, who soon after, hired me to head the Video Playback unit for seaQuest, DSV, designing and delivering computer display graphics for the futuristic sets.  In the third season of seaQuest, I transitioned over to concept illustrator for the show.  Some of my submarine designs can be viewed on my ArtStation page.

After seaQuest, I spent the next few years illustrating for films and TV--projects ("Dante's Peak," "George of the Jungle," "Sphere" and Hercules/Xena).  In 1997 I worked a stint at Flat Earth Productions, shifting from storyboards to video graphics, and later towards straight digital effects. In 1998 Digital Domain hired me to head the Holographic Display CG team for "Supernova," and until November, 2018, I led teams at DD on mostly commercial and VR projects, but also a few features, such as "Tron: Legacy" and "Ender's Game."

In December, 2018 I left DD for CoSA VFX in North Hollywood, where I supervised CG on episodic television projects.  From there, I went to Method Studios to do lighting and lookdev for a game cinematic and assorted NDA projects.  Moving to Scanline VFX in 2021, I supervised CG on several sequences for the Netflix action feature, "The Gray Man," including a tentpole skydiving sequence featuring a disintegrating C-130 plane and a digital Ryan Gosling.  In 2022, I went to FuseFX where I supervised several episodic shows, such as Special Ops: Lioness and the upcoming Netflix series, The Brothers Sun.

Specialties: Supervision; VR, Stereo and unorthodox formats; Lighting, Look Development and Modeling in Maya/VRay and Maya/Redshift; UE4 lighting and cinematic creation; Nuke compositing; complex problem solving.

Reel: https://vimeo.com/862108857

LinkedIn: https://www.linkedin.com/in/ronald-herbst/

IMDB: https://www.imdb.com/name/nm0378717/?ref_=fn_al_nm_1

ArtStation: https://www.artstation.com/ronherbst7
Work History
  • CG Supervisor

    FuseFX

    October 2022 - August 2023
    Los Angeles Metropolitan Area
  • CG Supervisor

    ScanlineVFX

    March 2021 - September 2022
    Los Angeles Metropolitan Area
  • CG Generalist

    Preymaker

    February 2021 - February 2021
    New York, New York, United States

    Layout, animation and lighting for a commercial

  • Lighting Lead

    Method Studios Deluxe

    July 2020 - September 2020
    Santa Monica, CA
  • Fellow

    Epic Games

    May 2020 - June 2020
    Los Angeles Metropolitan Area

    I was fortunate to be one of 15 industry veterans selected to participate in an inaugural training/mentorship program in UE4 and virtual production called the Unreal Fellowship.

    This six-week intensive blended learning experience is designed to help experienced industry professionals in film, animation, and VFX learn Unreal Engine, understand the state of the art in virtual production, and be able to build teams using leading technologies and techniques in the emerging field of real-time production.

    Pillars of the Fellowship include Unreal Online Learning courses, live training, guest lectures, and mentorship that focuses on Unreal Engine fundamentals, model ingestion, animation and mocap integration, look dev, lighting setups, and cinematic storytelling.

    With newly acquired knowledge and expertise, Fellowship members have created animated short films using Sequencer with assets and animation data from Epic and the Unreal Engine Marketplace.

  • lighting artist

    Method Studios

    October 2019 - April 2020
    Santa Monica, California, US

    Sequence lead, look development, lighting for 12 minutes of game cinematic material.

  • CG supervisor

    CoSA VFX

    December 2018 - October 2019
    North Hollywood, CA

    Bidding, staffing and supervising teams of 3D artists on episodic television projects. Crews were a mix of in-house and remote, with a small percentage of outsource contractors as well. I supervised every stage of 3D from asset creation, rigging, look development, match-move, layout, to animation and lighting, to delivery of lighting renders.

  • CG Supervisor

    Digital Domain

    September 2011 - December 2018

    Bidding, staffing and supervising teams of 3D and occasionally 2D artists on dozens of VR, game cinematic and commercial projects for high-end clients such as Google, Nike, Adidas, P&G, EA, Ubisoft, Sprint and nearly every car manufacturer, US and international. Was actively involved in the adoption, testing and refinement of new tools and technologies with the goals of improving pipeline and artist efficiency, opening up project opportunities in burgeoning new fields, and all-in-all helping keep Digital Domain at the cutting edge of VFX and VR. In between projects I would do backfill look development, lighting and compositing work for commercial, feature film and episodic projects.

  • Lead Digital Artist

    Digital Domain

    May 1998 - September 2011

    Leading teams of 3D artists on commercial projects and the occasional feature film small sequence. CG Supervisor on approx. 3/4 of projects.

  • cg generalist

    Flat Earth Productions

    January 1997 - August 1999
    Burbank, CA

    CG Direction, Graphic Displays, Compositing, Match-Moving, Lighting, Storyboarding. I created display graphics for the short-lived "Timecop" ABC series, and also did effects storyboards and some compositing work on the feature film, "Blade," and two Rennaissance shows, "Hercules" and "Xena."

  • Lead Digital Artist

    Flat Earth Productions

    March 1999 - August 1999

    Director of CG on one 30-minunte episode of "Roughnecks: Starship Troopers Chronicles," which included directing motion capture, animation asset creation and lighting.

  • Video Playback Supervisor

    Amblin Imaging

    January 1993 - December 1995
    Los Angeles, CA

    Video Playback Supervisor, Display Graphics, Lighting, Animation, Concept Illustration, Storyboarding

  • Concept Illustrator

    The Walt Disney Company

    1996 - November 1995

    Prop and Set Concept Illustrations for the feature film, "George of the Jungle"

  • Conceptual Artist/Illustrator

    Apogee

    November 1990 - May 1992

    Number 2 in a usually two-person art department. I drew concept art, storyboards and presentation materials for feature film effects, ride films and commercial projects.

Education
  • Studio Art: Design Concentration

    Stanford University

    September 1982 - June 1986
  • High School

    Morgan Park Academy

    1977 - 1982