Paul Rodgers - digi

Paul Rodgers
Vancouver, BC, Canada
604 842 4641
Environment Artist
http://www.envmatte.blogspot.ca
Email: paulrfx@gmail.com
Highlights of Qualifications
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Passionate environment artist with 8+ years of related experience with a diverse background in
Film/TV and Games.
Expert knowledge of Photoshop and good working knowledge of Maya and Mudbox.
5+ Years of traditional educational background in fine arts and design.
Key Technical Skills
Maya
Photoshop
Mari
Mudbox
Dreamweaver
Microsoft Excel
Microsoft Word
Zbrush
Nuke
Vray
Vue
3Ds Max
After Effects
Win/Mac and Linux
Flash
Illustrator
Professional Experience
Matte Painter
CoSA VFX, Vancouver, BC
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Responsible for creating matte paintings and set extensions.
Modeled and textured props and buildings.
Concept and matte painting.
Worked unsupervised and managed time effectively.
Quickly turnaround concept and matte painting shots on weekly basis.
Matte Painter/Environment Artist
Prime Focus World, Vancouver, BC
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Present
2014
Concept art and matte painting.
Integrating CG assets into Nuke and Maya
DMP projection setup.
Matte painting full environments
Textured and sculpted assets using Mari and Mudbox.
Provided layout, lookdev and shader development.
Credits –Matte Painter (Features) Sin City a Dame to Kill, Non-Stop, Machete Kills, White House Down
(TV) Cosmos: A Space-Time Odyssey
White House Down VES Nomination for best supporting visual effects in a feature motion picture.
Matte Painter
Zoic Studios, Vancouver, BC
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Responsible for creating matte paintings
Followed art direction closely and worked within style guides.
2013
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Worked unsupervised and managed time effectively.
Attended dailies to obtain feedback.
Responsible for creating pitch matte paintings
Credits –Matte Painter (TV Series) Once Upon a Time in Wonderland
Matte Painter/Environment Artist
Gold Tooth Creative, Vancouver, BC
2013
 Set up camera projections in both Nuke and Maya.
 Imported geo from UDK into Maya and Nuke.
 Provided Matte Painting and concept art
 Followed art direction closely and worked within style guides.
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Credits – Matte Painter (Cinematics) Batman Arkham Origins
Matte Painter
Rhythm and Hues, Vancouver, BC
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2012
Created matte paintings using both 2D and 3D techniques.
Worked within film color space and film LUT.
Attended dailies and worked with Art Director to obtain feedback.
Responsible for creating camera projection matte paintings and set extensions.
Worked in both Linux and Mac environment.
Credits – Matte Painter (Feature) R.I.P.D.
Matte Painter/ Environment Artist
MPC, Vancouver, BC
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2010 - 2011
Responsible for creating camera projection matte paintings and set extensions.
Utilized my background in traditional art to create photorealistic environments using 2D and 3D
tools and techniques.
Attended daily sessions and worked with Visual Effects Supervisor to obtain feedback.
Created mattes and other passes for compositing.
Worked within show color space and film LUT.
Created slap comps for dailies.
Assembled, organized and released Nuke script.
Released dailies so that progress on shots could be assessed.
Credits - Matte Painter/Environment TD (Features) The Big Year, Fast Five and Sherlock Holmes
Sherlock Homes 2 - VES Nomination for best supporting visual effects in a feature motion picture.
Matte Painter / Environment Artist
Anthem Visual Effects, Vancouver, BC
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Creation of matte paintings, set extensions and 3D projections using Maya.
Responsible for reference photography for department.
Set up camera projections in Maya and rendered in Shake for comp to pick up.
Worked directly with Visual Effects Supervisor.
Released dailies and obtained feedback from supervisor.
Collaborated with Concept Artists and Compositing to create matte paintings.
2009 - 2010
Credits - Matte Painter/Environment Artist (TV) Alice mini-series and Sanctuary Season 2
Alice (TV mini series) - VES Nomination for best visual effects in TV or broadcast.
Electronic Arts
Texture/Model Lead (Outsourcing) (2008 – 2009)
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Supervised a team of 15+ artists.
Responsible for getting the team set up and running efficiently.
Responsible for creating art briefs and workflow documentation.
Art directed team and made sure assets were built correctly and of high quality.
Assigned tasks to artists and on boarding additional artists at the same time.
3D Environment Artist/Lighter (2007 – 2009)
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Modeled and textured environments and props using Maya and Photoshop.
Created Sky Boxes, painted skies and vistas.
Responsible for environment stadium lighting.
Integrated assets into the game including troubleshooting any integration issues.
Optimized models and textures to fit within memory budget.
Responsible for set dressing, grey blocking, collision geo and bug fixing.
Credits: Environment Artist Next Gen (Games Sports) FIFA 09 and (Games Action Title) FaceBreaker
Senior /Lead Texture Artist (2004 – 2007)
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Lead a team of five to ten artists.
Worked closely with Art Director to establish visual targets.
Improved speed of production, ensured a consistent level of quality was achieved across a high
number of assets.
Played an active role in creation of pipelines and workflows.
Created high quality texture maps, which included Diffuse, Specular and Normal Maps using
Zbrush and Photoshop.
Credits: Lead Texture Artist Next Gen (Games Sports) NHL 07, NHL 08 and NBA 06
Texture Artist (2002 – 2004)
 Created high quality textures with minimal color and resolution.
 Responsible for creating and maintaining texture library for team.
Credits: Texture Artist (Games Sports) FIFA 04, MVP Baseball 05, NHL 04
Presentations & Workshops
Vancouver ACM SIGGRAPH
Gnomon 2 Day Workshop Live – presenters Alex Nice, Dylan Cole, James Clyne, Neville Page
Weta Digital - VFX of the Hobbit – presenter Joe Letteri
n2it – presenter Syd Mead
Visual Futurist: The Art & Life of – presenter Syd Mead
Inside the World of Matte Painting – presenter Dylan Cole
The Evolution of Modern Concept Art – presenter Dylan Cole
Weaving the Real and Imaginary in Visual Effects – presenter Dennis Muren
Education and Specialized Training
Gnomon Visual Effects
Matte Painting –3D matte painting techniques – instructor Alex Nice
Maya Hard Surface Modeling – instructor Kevin Hudson
Artist Master Classes – instructor Craig Mullins
Computer Graphics Master Academy
Environment Design – instructor James Paick
Fxphd visual effect and production training
Maya Rendering and Lighting
Vue Environments
Introduction to Nuke
Nuke in Production
Intermediate Nuke
Matte Painting and Digital Environments
Integrating Maya and Nuke
Academy of Art University
Senior VFX Portfolio - instructor Vince Dequattro
Matte Painting - instructor Glenn Cotter
Electronic Arts University
Maya Environment Lighting
Zbrush
Mudbox
Concept Painting
MEL/Python scripting
Modeling Environments and Characters
Emily Carr College
Perspective Drawing, Storyboarding and Product Rendering
Vancouver Film School
3Ds Studio Max Modeling and Texturing
Kwantlen University
Diploma in Graphic Design & Illustration
Certificate Design Foundation Studies
Certificate Fine Arts and Design
References Available Upon Request