Robert L. Cole
Over 12 years experience in CG production, I specialize in both Surfacing/Texturing, Lighting/Rendering, Compositing, and VFX. I use advanced lighting techniques (IBL, Final Gathering, HDRI) and I am comfortable mixing traditional and procedural texturing methods. I am well versed with Nuke, Stereoscopy, XSI's ICE framework and many current aspects of 3D/CG Production. www.imdb.com/rcole
- • MAYA * Softimage/XSI * Mental Ray * Photoshop CS * Nuke
- • * Python * Rendering * Photography/Drawing, Color Theory
- • Windows, Unix/Linux.
Recent: Senior Stereo Depth Artist at StereoD/DELUXE
Past: Lighting/Surfaces/Texturing for National Geographic, XSI 7.0
Surfaces/Texturing for Warner Brothers Animation, XSI 7.0
Pepfar Shorts .
July 07 to July 08: Surfaces/Lighting TD for CG Imax feature
produced by Rensselaer Polytechnic Institute. Maya 8.5. Molecules To the Max.
Raytheon Corporation December 2006 to May, 2007
3.5 min “Search and Rescue Scenario” Maya 7.0, XSI 5.1, and Photoshop CS. Modeling,Texturing, Lighting and Animation.
ReelFX October 2006 – December 2006
Texture Artist, Lighter
“Boz The Bear's Christmas” (Children's CD)
Maya 6.5 Creation of textures, UV Layout, Lighting
3M Corp August 2005 – September 2006
Texture Artist, Lighter
“PostIt Notes” (Web presentation)
Maya 6.5 Layout UV's , texture assets. Lighting
ReelFX June 2005 – July 2006
“Everybody's Hero” (Feature Film)
Layout UV's and textured assets.
Hatchling Studios December 2005- March 2006
Texture Artist/TD, Lighting , Lighting Design
“The Toll”(Short Feature)
XSI 4.2 Creation of Textures, UV Layout, Lighting
Omation Studios Mar 2004 – Dec 2005
“The Barnyard” (Feature Film)
Lead Lighter, Lead Texture.
Developed the technical standards for the Texture Department to ensure consistency across the project and reliability for rendering with MentalRay. Created training materials and presentations for the Texture and the Lighting Department. Textured “hero” and background assets with traditional means and created procedural shader networks for the Department. Coordinated with Lighting, EFX, and Hair/Fur Departments to ensure compatibility through the pipeline.
Nov 2003 – Feb 2004
Maya 6.5 w/ MentalRay. Responsible for all elements and pre-production.
Dreamcatcher Games Mar 2003 – Sept 2003
“Forever Worlds” PC Game
Lead Texture and Lighting Artist
Freelance Feb 2003 – Mar 2003
Interactive CD-ROM Modeling/Texturing
Pencilogic Dec 2002 – Jan 2003 Rendering/Visualization Broadcast design
Department of Defense/Sony May 2002
Completed mapping and texturing of polygonal models for the Advanced Combat Simulator
Frank Vitz Productions Apr 2001 – Aug 2001
“Evolution” (TV series)
Mapping and texturing of models for an 8-hour, Emmy-nominated series on WGBH Boston
Schwartz-Guinta Productions Jan 2001 – April 2001
Textured and animated medical device animations.
Pandemonium Pictures Aug 2000 – Nov 2000
S.C.U.D. Textured and modeled movie promo
OTHER RELEVANT EXPERIENCE
Thesis Mar 2000
Completed thesis T, a 3D walkthrough of the Boston subway Reel available upon request GameWorks, Seattle, WA 1998
Designed and created 1600 sq ft sports mural for Sega (public art project)
Bumbershoot Arts Festival, Seattle, WA 1994
Clepshydra, an 18’ high water clock
EDUCATIONConnecticut College, New London, CT Bachelor of Fine Arts Concentrations in Arts and Technology & Painting and Drawing
Vancouver Film School, Vancouver, BC Feb 2000
Comprehensive 3D Program