PROFESSIONAL SUMMARY
I’m a highly motivated artist with an extensive experience in texturing and shading plus solid skills in modeling. I’ve been working in feature films since 2005 in both VFX and Animation. My latest credits includes movies like The Fall Guy, Indiana Jones and the Dial of Destiny, Thor: Love and Thunder and the Apple TV+ series Monarch: Legacy of Monsters.
I always use a procedural workflow approach for efficiency and flexibility, with an extensive use of masks, adding specific handcrafted details at the end of the process for more realistic results. I applied these techniques successfully in many different tasks like environments, creatures, vehicles, props, vegetation and clothing.
Before working in the film industry I’ve been involved in video games, cinematic trailers, commercials and TV movies. This gives me a unique view of the different requirements, priorities and techniques associated to each project.
I am continuously learning and exploring the capabilities of modern software to create libraries for re-use and share across multiple projects. I love to work in a collaborative team environment and always happy to share my knowledge. I enjoy teaching, creating tutorials and helping people new to the industry. Since 2022 I’ve been working remotely as a tutor for an online VFX and Animation school.
EXPERIENCE
Senior Texture Artist (procedural) at CBMaximillian . Adelaide (remote). March 2024 – present
(racing video game in development)
– Creating photo-realistic PBR materials in Substance Designer for roads, pavements and buildings.
– Look development/UVs for buildings in Blender, using seamless maps, trim sheets and hotspot mapping.
– Improving Look development and adding details to the roads in Roblox Studio.
– I’ve been tasked also to provide ideas and test different techniques to improve the look of the environments, with emphasis on the roads.
Senior Look Development Artist at Rising Sun Pictures . Adelaide. September 2021 – September 2023
The Fall Guy | Indiana Jones and the Dial of Destiny | Monarch: Legacy of Monsters | Thor: Love and Thunder | One Piece | other projects (uncredited).
– Texturing and shading large environments, set extensions, buildings, hero vehicles, digital doubles and props.
– Hero creature texturing and shading with enhanced areas for close-up (Monarch, one episode).
– Creating generic utilities in Designer and tileable masks for building creation, which I shared with the team.
Senior Surfacing Artist at Skydance Animation. Granada (remote). December 2020 – August 2021
Luck
– Creating UVs, textures and shading for buildings, vehicles, and other elements for the environment.
– Adding realistic details to other objects (stickers, graffiti, painted details etc.)
– Creating a variety of smart materials in Substance Painter to speed up the texturing of similar objects.
Senior Texture Artist at Marza Animation Planet. Tokyo. September 2019 – October 2019
Sonic The Hedgehog
– Creating materials and textures adaptable to different species of trees.
– Applying generic materials to rocky environments.
– Re-texturing hero cabin walls and door (inside / outside) for close-up.
– Additional modeling.
Lead Texture Artist at Cinesite. Montréal. March 2018 – August 2018
Vice | other projects (uncredited).
– Design the most efficient way to approach each project, managing texture team and writing tutorials.
– Design complex materials (node based) to be used in multiple vehicles.
– Texturing organic and hard surface elements on several projects.
Senior Texture Artist at Sony Imageworks. Vancouver. September 2017 – February 2018
Spider-Man: Into the Spider-Verse
– Texturing buildings and environmental objects following the unique style designed for the project.
Senior Texture Artist at Digital Domain. Vancouver. September 2016 – August 2017
Ready Player One | Thor: Ragnarok | The Fate of the Furious
– Texturing hero vehicle, set extensions and environments elements (The Fate of the Furious).
– Texturing numerous environment elements and set extensions (Ready Player One).
Senior Texture Artist at Sony Imageworks. Vancouver. March 2016 – September 2016
Smurfs: The Lost Village
– Texturing environment objects with a semi-realistic style designed for this project.
Senior Surfacing Artist at ILM. Singapore. July 2015 – December 2015
The Great Wall | unreleased test project.
– Designing complex materials / textures to work automatically on Chinese traditional buildings, based on UVs.
– Texturing and shading environments, objects and a digital double plus additional modeling for a test project.
Senior Surfacing Artist at Iloura. Sydney. June 2014 – May 2015
Gods of Egypt
– Texturing and shading city environments and interior set extensions, with a high emphasis on specular detail.
– Texturing and shading other elements like an elephant with its carriage, metal sculptures, weapons etc.
Texture Artist at Weta Digital. Wellington. April 2012 – November 2012
The Hobbit: An Unexpected Journey
– Texturing and shading environments and objects according to company’s high standards.
– Design a realistic and complex forest ground with Weta’s proprietary look development software.
– Creating detailed and very high resolution texture tiles for the team.
Senior Digital Artist at Dr. D Studios. Sydney. November 2010 – August 2011
Happy Feet Two
– Texturing and shading complex environments set in the Antarctic and other small elements (props).
– Intensive use of painted and procedural displacements for large scale environments, involving mostly snow/ice.
Senior Digital Artist at Animal Logic. Sydney. June 2008 – June 2010
Sucker Punch | Legend of the Guardians: the Owls of Ga’Hoole | Australia
– Texturing and shading both hero and background objects (Legend of the Guardians).
– Texturing and shading set extensions and other elements like buildings and ships (Australia).
– Texturing and shading parts of environments and objects. Design reusable building materials (Sucker Punch).
Senior Texture Artist at Double Negative (Dneg). London. April 2007 – April 2008
Harry Potter and the Half Blood Prince (uncredited) | Hellboy II: The Golden Army
– Texturing London downtown street’s floor and part of the Millennium Bridge. Additional layout models (Harry Potter).
– Creature texturing (organic and hard surface). I used Photoshop’s actions to create the base textures for a massive amount of pieces on the Golden Army, before adding more detail to the most important parts (Hellboy).
Senior Texture Artist at The Moving Picture Company (MPC). London. August 2006 – April 2007
10,000 BC
– Texturing hero mammoth skin at very high resolution (legs and back of the body), tusks, eyes and harness.
Surfacing Artist at Animal Logic. Sydney. June 2005 – July 2006
Happy Feet
– Texturing and shading complex environments set in the Antarctic, involving the creation of rich procedural details (painted and procedural) and largely based on snow, ice and some rock.
– Baking elements like shadows, subsurface scattering and hologram effects for the ice and snow.
– Texturing and shading the earth and the moon.
OTHER EXPERIENCE
Tutor for Animum Creativity Advanced School. Remote work. 2022 – present
– Recording videos for students, correcting their exercises and given them advise related to mostly modeling, UV creation, texturing, shading, lighting and artistic approach.
Freelancer Texture Artist, Megalis VFX. Japan (remote). November 2022 – January 2023
Zom 100: Bucket List of the Dead
– Texturing hero shark. Client was not happy with a previous version and I redo it from scratch. Displacement was provided to me.
Surfacing artist, collaboration with Pablo Angeles . Remote work. April 2011 – July 2012
Pickman’s Model
– Texturing and shading the main characters.
Modeler, collaboration with Brigham Young University. Remote work. 2005
Dear Ostwind
– Modeling a zepeling.