Justin is a multi-disciplinary creative with a focus in Lighting and Look dev. Originally from a small town outside of Detroit, MI, Justin has since relocated to Los Angeles and has contributed to a number of client campaigns including: Sony Entertainment, Marvel, Blizzard, Bungie, Nickelodeon, Toyota, along many others.
3D Artist responsible for delivering both high quality photo realistic and stylized CGI used in live action commercial advertising and full CGI cinematic trailers.
Responsibilities:
Proficient in both Autodesk Maya and SideFX Houdini and the Arnold renderer.
Recording and captured on-set data (photogrammetry, lidar scans, balls and charts, and HDRIs).
Project setup and building light rigs to hand off to other team members.
Established mood through strong color palettes, value structures and compositions through lighting consistent with the art direction.
Composite shots in Nuke and adjusted post effects including exposure,depth of field, color grading, fog, bloom, etc.
Maintain visual continuity while optimizing and troubleshooting lighting issues related to rendering performance.
Strong understanding of PBR rendering and the interaction between materials and lighting.
CG Supervisor leading CG projects in studio and on set for digital and out of home advertising.
Responsibilities:
Breaking down and quoting on complex CG projects.
Conducting photo and video shoots and supervising CG requirements on-set.
Attending client meetings from initial pitches and concepts through to project completion.
Contributing on-the-box as a generalist or specialist where needed.
Leading teams of artists creating 3D content for a variety of projects.
3D Artist in charge of CG asset creation and generating immersive virtual environments for VR (Virtual Reality) using Autodesk Maya and Unity game engine.
Responsibilities:
Generalist knowledge in skills such as modeling, texturing, UVs, lighting, animation, physics and particle systems.
Created high-quality props, buildings, foliage and terrain assets according to art direction, design specs and technical requirements.
Created textures using Quixel Suite, Substance Painter, and Substance Designer.
Created consistent, semi stylized artwork from concept to finalized assets. (Maya, ZBrush).
Implemented assets into Unreal Engine and Unity.