ARTISTIC & TECHNICAL PROFICIENCIES
Skilled high-res and low-res modeling, rigging, UV layout and texture creation
Adobe Photoshop, Autodesk Maya, 3D Studio Max, Pixologic ZBrush, 3d Coat, Topogun, Unreal, Apple Final Cut and Microsoft Office within Microsoft Windows and Apple Mac OS environments
iOS Senior Advisor
Senior phone advisor at Apple austin, tx, (December 2014 - Present)
Provide 2nd level technical support to Apple Customers; create solutions to technical/application client problems and queries. Manage escalated issues, resolving where possible and routing to appropriate resource group as appropriate; register customer information into Apple database/s; perform data entry relating to all support activities as well as promote Apple's hardware, software and service offerings.
3d clean up artist
freelance contractor for capture dimensions austin, tx, (april 2014 - January 2015)
Cleaning up 3d scans of single to multiple people in a shot for 3D Printing. Capturedimensions sends the photo scanned images which are usually very noisy from the scan and a lot of the times missing parts or have wholes in the anatomy that I need to rebuild.
freelance artist austin, tx, (December 2013 - present)
Creating 3D architecture assets from CAD plans for presentation to clients and banks for construction, add ons, or remodels. Providing these 3D assets to a shader and lighter as a pipeline to keep assets moving as quickly as possible.
Full Sail University Winter Park, FL, (october 2011 - October 2013)
Lab instructor in Maya model creation and Production Modeling. Model creation consisted of basic to more advanced techniques in hard surface modeling in Autodesk Maya. Giving understanding of silhouette, mass in 3D space, and correct organization and topology. Production modeling was the starting class in Pixologic’s Zbrush where students would learn the interface and how to work in a sculpting pipeline. Students would learn how to go from Maya to Zbrush to make the best of both programs.
Crashgem STUDIO (Indy Studio) maryland, (December 2012 - December 2013)
Creating 3d models and textures for upcoming mobil RPG game Churble. I handled original production of character models and weapons with the original poly limitations. I was in charged of the mesh creation and uv layout for most of the characters and weapons that we used for much of the original display on Kickstarter.
Forsaken STUDIOS (Indy Studio) London, (January 2012 - December 2012)
Created several character models and environment pieces to be used in up coming MMO “Embers of Caerus”. I worked closely with the Art director to get things to the level needed as well as helped with other Zbrush related needs as I was one of the only Zbrush users on the team.
lead 3d modeler
virtual design group Tamarac, fl, (April 2006 - September 2007)
Modeled exterior and interior architectural design for use in client real estate presentations produced original art, textures, and lighting for scenes. Landscape development within 3D space, created original furnishings for use within environment. Along with creation of assets there were 2 other artist working under myself that I directed and taught.
3d modeler intern
shadows in darkness coconut creek, fl, (july 2005 - december 2005)
Learned the ins and outs of a studio pipeline for video game asset creation. Was introduced to new software and high resolution modeling.
Full Sail University — Bachelor of Science Degree in Computer Animation, 2011
Full Sail Real World Education — Associate of Science Degree in Computer Animation, 2004