Curriculum Vitae
Framestore - London, UK (2010/2012)
Modeler: Gravity (Alfonso Cuarón)
- Hard surface and organic modeling
- Digital doubles (Mudbox, Maya)
- nDynamics
- Highly detailed and photo realistic modeling
Animal Logic - Sydney, Australia (2008/2010)
Character modeler: Legend of the Guardians (Zack Snyder) & Suckerpunch (Zack Snyder)
- Working carefully with shared topology across an entire character lineup
- Character, Set and Prop modeling (Zbrush, Maya)
- Working with a Renderman (MayaMan) pipeline
- Using in house tools (Quill) to groom feathers
- Working on complex wing feather transitions from open to closed posing
for owls and other bird species
- Working closely with Rigging & Surfacing to hit directed targets
CIS-Rainmaker (Deluxe), Vancouver, Canada B.C (2008)
Senior modeler: Changeling (Clint Eastwood)
- Set replacement modeling
- Digital Doubles (Zbrush, Maya)
- Lighting and temp compositing (Mental Ray, Fusion)
- Working under pressure
- Intense deadlines to meet the directed requirements
Photon VFX - Gold Coast, Australia. (2005/2007)
Modeler/Texture artist/Generalist: Animalia & Day Breakers
- Character, set and prop modeling. (Maya)
- Set & Prop Texturing. (Photoshop, Unfold 3D)
- Facial blendshape library creation
- Working with a Renderman pipeline
- Generalist work & Pre-vis
Freelance / Generalist Work:
- Manli Nvidia - Geforce 9600GT range featured my creature for their product box art
- My creature model was featured again for the face of Advanced Skeleton rigging tools
(created by Oyvind Nosdal) which is now featured on many animation reels today
- I have sold a number of high quality character models to Craig Stevenson
- Company logo ident for Skuff.TV, Nextwave Media, JR Surfboards
- Modeling, Rigging & Texture art for Troy Dann
- Modeling for '3Di Design' (NURBS output)
Tools:
- Autodesk - Maya
- Autodesk - Mudbox
- Unfold 3D
- UV Layout
- Pixelogic - zBrush
- Adobe - Photoshop
- Adobe - After Effects
- Adobe - Premier
- mentalRay
- Nuke
- GIMP
- notepad.exe
- Autodesk - Image Modeler
- Windows
- Linux
- Adobe - Lightroom
- Topogun
- VLC
- Quicktime
Skills and Work Flow:
With over 5 years of experience as a highly technical modeller and a strong focus on clean
topology, my work flow is usually based around polygon modeling with a Subdivisional Surface output.
My work is achieved with a high level of speed and accuracy. The majority of my organic work is modeled to its
extreme pose while baking topology updates to its neutral target using blendshape and aSymmetry tools.
This allows the target to be hit in a faster, more accurate way with less bounce back in the rigging and
surfacing process thereby cutting standard modeling times in half. In addition, this allows for better UV's
and a faster displacement creation process.
I have a great interest and insight on facial rigging and tend to create a blendshape library & a temporary
jaw weight for additional deformation checks.
Apart from modeling I'm always taking a great interest in Texture Art, Rigging, Lighting, Compositing & Photography
while expanding my knowledge as a generalist.
Please visit my blog at: pieanimation.blogspot.com