Digital: Knowledge in 3d print preparation. Maya, ZBrush, Mari, Mudbox, Topogun, Photoshop . Rendering knowledge in Vray, Proficient in organic and hard surface modeling UDIM multi-tile mapping and texturing.
Work Experience Summary
Mousetrappe Burbank, CA Winter_Spring 2017
Retopologizing assets for renders with textures for upcoming animation projection project. Utilized ZBrush, Maya, Topogun, Mari. Client: Disney Studios.
Copy+Pixel Los Angeles, Winter 2017
For this project, I modeled/textured in real world scale and proportions the truck and environment-utilizing photographs provided by legal team, and Google Earth for illustration of a traffic accident and presented in court. Samir Lyons, project supervisor.
DFFX Venice, CA Summer 2016
Retopologized body scans of Zombie extras for an upcoming season of a very popular AMC television zombie show; included UV mapping. Utilized Maya, ZBrush, Topogun.
Chad Finnerty, supervisor
The Mission Studios Venice, CA Spring 2015-Summer 2016
Built and textured cg assets from architectural elements to hard surface assets for various commercial projects: Audi, Summer,Force of Nature; Marvel, Contest of Champions, Contest of Champions Deadpool; Nike Snow Day; Nike Huarache. Utilized: Maya,VRay, Zbrush, Mudbox, Mari, Photoshop, Topogun..
Tasks also Include: Rebuilding assets from game mesh(Marvel) or from CAD models(Audi)
Piotr Karwas supervisor; Diana Cheng, Ryan Meredeth, producers.
Mousetrappe Burbank, Ca – Fall-Winter 2014
Built digital elements for DisneyWorld Tree of Life Awakens, an animated show projected on the Tree of Life- specifically I built from a scan of the tree segments of the animals to create a 3d print for projection tests.
Disney Imagineering Burbank, CA– Spring 2012-Spring 2014
Created digital and scultpural elements for Shanghai Disney. Specifically I modeled and refined digitally scanned maquettes for the Fantasia carousel, that were then printed and sculpted by artists full size in China.
Whitemoon Dreams Pasadena, Ca– Oct 2010-Jan 2011
Modeled characters for client Tencent- base mesh, game mesh, UV mapped, Normal, Diffuse and Gloss maps. Used Maya, ZBrush, Photoshop, Topogun. Modeled/textured ghostly characters in Zbrush and Maya for animation installed in the Haunted Mansion ride for Disney World, Orlando, Fla.
View working example here- http://gizmodo.com/5789412/watch-the-spooky-new-high+tech-ghosts-at-disney-worlds-haunted-mansion
USC/ICT Marina del Rey, Ca– May-September 2010
The Immersive Naval Officer Training System (INOTS) A real-world instructional training application used to teach interpersonal skills to Navy junior leaders. I participated in Modeling base mesh, game mesh, UV maps, created Normal, Diffuse and Gloss maps. Developed and textured environment of office on a battle ship for the VR environment.
CIS Hollywood Ca. –2008.
Watchmen. Modeled previs architecture for Red Square scene, the Gum Mall. Modeled
sailor and woman figures for Times Square scene: uniform, dresses, shoes, hats, etc.
Tropic Thunder. Previs layout of lava terrain, with city ruins, Bridges, Shipwreck etc., geology of buttes, crevasses, etc. ZBrush used to make displacement maps for lava texture.
Degree: BFA Studio Art, California Institute of the Arts, 1993.
Summer Intern at: Stan Winston Studios, for Batman 2, Jurrasic Park. 1991