Vaughn Smith is a 3d Model Supervisor/Artist with extensive knowledge in high-end creature and character modeling, hard surface modeling, texturing, look development, and simulations for the Visual Effects and Real-time industries. Experienced in supervision, leading teams creating digital assets on a wide range of projects, and collaborating with R&D to develop new tools and workflows. Has expert knowledge in Maya, ZBrush, Mari, Substance Painter, Marvelous Designer, Photoshop, VRay, and Arnold. Previous companies and clients include Industrial Light and Magic, Ubisoft, Tippett Stuidios, AnatomyTools.com, Lightstream Animation, and many others in the commercial and entertainment industry.
Work History
Character Modeler/Texture Artist
Disney Television Animation
January 2020 - Present
Freelance Modeling and texturing stylized hero characters for unannounced project.
3D Modeling Instructor
Academy of Art University
September 2010 - Present
ZBrush Modeling Instructor
• Teach undergraduate and graduate students modeling in ZBrush, focusing on Anatomy and character modeling techniques for film, cinematics, and video games.
Maya 101 Instructor
• Teach undergraduate and graduate students basic Maya skills in modeling, UVs, texturing, rigging, animation, and lighting.
Character Supervisor
Undisclosed
January 2020 - May 2020
Unannounced Digital Human Project - Current
• Supervise a character creation team on modeling/texturing/lookdev/rigging to create photoreal digital human from multiple photo references. Sculpt finaling in ZBrush on digital double portrait.
Model Department Supervisor
Tippett Studio
July 2018 - March 2020
Berkeley, California
• Supervise a team of 7 modelers on multiple simultaneous projects, with 20+ character assets, and 600+ environment assets.
• Character modeling and UVs, hair grooming, and facial shape libraries for hero characters and props for film, commercials, and theme park rides.
• Support the team with techniques to create high quality characters, props, and environments under short deadlines and small project teams.
• Develop workflows, tools, and scripts, with R&D team for the facial shape pipeline, fur grooming, model rendering and turntables, and shot fixes.
• Give creative direction to the model team.
• Bid on model production for all shows including films, commercials, and theme park rides.
• Work with other departments such as texturing and rigging to bring the highest quality possible to final asset.
• Actively assist in the recruiting and staffing the model department.
Model Supervisor
Tippett Studio
June 2018 - February 2020
Berkeley, CA
Model Supervisor - Jun. 2018 – Mar. 2020
• Modeling, hair grooming, and facial shape libraries for hero characters in films, commercials, and theme park rides.
• Supervise a team of 7 modelers on creating digital humans, creatures, hard surface, facial modeling libraries, and environment assets.
• Develop workflows with R&D team for the facial shape pipeline, fur grooming, model rendering and turntables, and shot fixes.
• Give creative direction to the model team.
• Bid on model production for all shows including films, commercials, and theme park rides.
Lead Modeler – Jan. 2018 – Jun. 2018
• Create anatomically correct photoreal animals, creatures, and human characters.
• Hard surface armor modeling and Marvelous Designer Costume creation
• Hair guide grooming and further development fur grooming pipeline and workflows with R&D
VFX supervisor
AnatomyTools.com
July 2012 - September 2019
Las Vegas
VFX Supervisor- Animal Anatomy Product Line 2016 -2019 (Reference Figurines)
• Supervise Animal Anatomy team on full production process including, reference, modeling, texturing, lookdev, lighting, posing, and product output.
• Modeling, texturing, lookdev, and output prep for Horse V1, V2, and V3 figure.
Character Artist
Ubisoft
May 2018 - September 2019
San Francisco Bay Area
Assassins Creed Odyssey - Website Key Art
• Take real-time character assets and re-sculpt into digital marble sculptures and render, for promotional material
FarCry: New Dawn - Game Box Key Art
• Animal Sculpting and Rendering
For Honor: Marching Fire - Key Art
• Hero Character Look Development and Lighting in Arnold Maya
• Hero Character posing for the Bodyguard, Shoalin, and General
Rainbow 6 Six Siege - Game Box Key Art
• Sledge posing, shading, lighting, and rendering
Watchdog Leigon - Game Box Key Art
• Foreground character costume modeling
VFX Supervisor
AnatomyTools.com
May 2016 - September 2019
Las Vegas, Nevada Area
• Supervise Animal Anatomy team on full production process including, reference, modeling, texturing, lookdev, lighting, posing, and product output.
• Modeling, texturing, lookdev, and output prep for Horse V1, V2, and V3 figure.
• Product pre-visualization and rendering
Lead Modeler
Tippett Studio
January 2018 - June 2018
Berkeley, CA
• Character creation for several fantasy characters and creatures
• Use of Marvelous Designer to create high-end character costumes and implement the workflow with the rest of the model team
• Create anatomically correct photoreal animals, creatures, and human characters.
• Hair guide grooming and further development fur grooming pipeline and workflows with R&D
Senior Modeler
Atomic Fiction
May 2017 - December 2017
Oakland, CA
Senior Modeler - The Predator 2018 (Film)
• Creature modeling and finaling for hard surface armor on the Predator digital double.
Senior Modeler – Welcome To Marwen 2018 (Film)
• Asset Lead for the main male and female character, Hogie and Suzette
• Modeling and Texturing on hero real-time characters for Unreal Engine 4
• Head and body modeling for several other male and female characters.
Senior Hard Surface Modeler
CheckpointVFX
February 2017 - May 2017
South San Francisco
Senior Hard Surface Modeler- Black Mirror 2017 (TV Series)
• Modeling on Valdeck spaceship, and additional modeling and detailing on USS Calister spaceship
Creature Modeler
Industrial Light & Magic
April 2014 - January 2017
San Francisco
Creature Modeler – ILM XLab: Border Crossing 2017 (Virtual Reality Experience)
• Modeling and texturing on hero real-time characters for Unreal Engine 4
Creature Modeler – Kong: Skull Island 2017 (Film)
• Giant Squid modeling and creature design
Creature Modeler – Teenage Mutant Ninja Turtles: Out of the Shadows 2016 (Film)
• Corrective shape modeling on Leonardo, Donatello, Michelangelo, Raphael, Rocksteady, and Bebop
Creature Modeler/ Texture Artist- Jurassic World 2015 (Film)
• Modeled hero Adult Triceratops
• Modeled and textured hero Baby Triceratops
Creature Modeler/ Texture Artist - Tommorowland 2015 (Fiilm)
• Eiffel Tower modeling and texturing
• George Clooney digital double costume modeling
• Robot villains digital double modeling
Creature Modeler – Teenage Mutant Ninja Turtles 2014 (Film)
• Corrective shape modeling on Leonardo, Donatello, Michelangelo, and Raphael
CG Modeler
Tippett Studio
June 2015 - December 2015
Berkeley, California
CG Modeler/ Texture Artist- Anhui Flying Dream 2016 (Ride)
• Model and texture various hero environment assets and vehicles
CG Modeler - Monster Strike 2016 (Cinematic)
• Model facial shape libraries for hero characters
3D Modeler
Lightstream Animation Studios
February 2010 - May 2013
• Modeled main characters, environments, and prop assets for commercials and TV projects. Other work included concept art, texturing, cloth simulation, particle FX, and lighting.
Character Modeler/ Creature Designer- Moon and Sun 2012 (Film: Not Yet Released)
• Design hero creature Mermaid from Iain McCaig artwork and actress Fan Bing Bing photography
• Model hero creature Mermaid from my approved creature designs, and prepare for texturing and rigging
Character Modeler- Witches 2011 (Film: Not Yet Released)
• Sculpted 4 main characters from Brian Fr