Senior CG Generalist Specialties & Technical Abilities:
Can quickly adapt to new workflows/pipelines & learn additional software as needed
Creating environments
Lighting/Lookdev: Maya, Houdini & Unreal Engine
Rigging/Animation: Maya
Modeling: Maya, Houdini & Zbrush
Renderers: Vray, Arnold, Redshift, Octane, Mantra
Texturing: Substance Painter & Mari
Unreal Engine Cinematics, Experience with PCG
SpeedTree
Compositing: Nuke & After Effects
Editing: Davinci Resolve & Premiere
Experience with Omniverse
Experience with C4D & 3D Studio Max
Etc.
CG Supervisor Abilities:
Managing small, medium & large teams of CG artists on feature films & shows
Supervising CG artists of different specialties: Modeling, Lookdev, Rigging, Animation, FX, Lighting, etc.
Coordinating between Tracking, 2D & Production - making sure everything is running smoothly
Sending tracking to vendors & reviewing their output
Creating scene setups for artists to propagate into shots
Troubleshooting various problems that may arise
Quickly learning new pipelines & spreading knowledge to colleagues
Mentoring & teaching artists
Interviewing job candidates to build the CG team
Bidding for potential work
Setting up light rigs for artists to use and propagate through shots
Able to merge and color grade HDRIs from set for use on shots
Handling Lookdev on various assets while supervising
Able to instruct artists on using ACES workflow form CG to Comp in the pipeline
Etc.
CG Supervisor
Supervising a team of CG artists while also working on shots, we created over 60 shots of CG windows with 25 unique angles. Consistency over all the shots was very important, as well as tracking shot progress so we could keep on track hitting daily deadlines. We also created set extensions for various shots.
https://www.postmagazine.com/Press-Center/Daily-News/2024/-I-Barbie-I-Inside-FuseFXs-VFX-contributions.aspx
- Asset Modelling and Lookdev:
tanks, RPG missiles, environment props, Speedtree trees
- Lighting and Rendering shots:
Set extension environments
Explosion FX - smoke, missile trails, fire, debris
Various other tasks
- Hero asset modeling and lookdev:
- Lighting and Rendering shots:
Set extension environments
Water FX
Various other tasks
- Asset Modelling and Lookdev
- Lighting and Rendering shots:
Set extension environments
Speedtree Trees
CG Supervisor
We extended and modified current day towns to make them look like old western towns. Extending the side streets with buildings, props, vegetation etc. I made light setups for artists to easily propagate into shots.
I also supervised various FX work. Explosions, tree destruction and windows breaking.
CG Supervisor : Feature
CG Supervisor
Senior CG Generalist
Created the Croker sign asset
Model + LookDev
For a previous show I developed a technique of generating an extruded sign model based off a black and white image in Houdini.
For A Man in Full I was able to use that technique and generate the shape of the Croker sign very quickly. This efficiency brought down the time needed to develop the asset substantially.
Software:
Houdini, Maya, Substance Painter
CG Supervisor
CG Supervisor
CG Supervisor: Feature
CG Supervisor : Season 3
CG Supervisor
CG Supervisor
Lighting / Lookdev
I developed an ACES workflow and instructed artists on how to use it.
Sr. CG Generalist
I was responsible for creating a CG cliff with various vegetation, a compound environment with vehicles, buildings and other assets.
Creating the environment from asset development to final shot rendering for multiple shots.
Lighting / Lookdev
I had the opportunity to help create a CG wolf for this show. I built a fur sim/animation workflow and helped artists solve technical issues.
Working on the Pilot for Naomi I was responsible for:
:Superman lookdev
:Lighting of various shots
:Modelling and Texturing of various assets
:Superman cape sim dev
I was responsible for creating CG ceilings for the practical room Colin Kaepernick is in spanning all the episodes in the show. As well as instructing other artists in the workflow of setting up the shots for lighting/rendering.
CG Baseball:
I was responsible for making a CG baseball being thrown in a baseball game for several shots.
lookdev, rigging, animation, lighting/rendering
I was responsible for the lookdev, rigging, animation, lighting/rendering of a CG airplane flying in the sky, folding in its landing gears shortly after liftoff. As well as a duplicate shot mirrored used as a window reflection.
Studio: WWE
I got the great opportunity to work at WWE working on their Smackdown 2019 network rebrand.
Software: C4D, Octane, After Effects
I had the great opportunity to render the CG head for the Hitman 2 video game box art for PS4. As well as banners that were hung at E3 that year.