
3D Character Artist
Huntsville, Alabama Area

3D Character Artist
Huntsville, Alabama Area
Hi, my name is Miguel Angel Santiago Jr. I'd like to introduce myself as a strong minded person with a true passion for the arts. I spent my entire years of childhood drawing. I also spent most of my time playing and growing up with Nintendo 8-bit, being inspired by all the great 80's cartoons. One day, I found my true passion for computer animation. It started as an innocent curiosity and grew into an obsession. Now like most Artists out there, I spend most of my time studying to reach that ultimate goal of true mastery of my craft.
Character Modeling, Uv Mapping, Paint / Procedural Texturing, Shading Networks, Maya API Shader Programming, and Mental Ray Shader Programming.
(Entertainment industry)
July 2008 — Present (1 year 1 month)
Working as a creature shading artist on soon-to-be announced book.
(Defense & Space industry)
June 2007 — Present (2 years 2 months)
- Utilizing Epic Unreal Engine 3.0 and Autodesk Maya to build assets on America’s Army training applications.
- Modeling and texturing low to high poly props, and characters for various applications.
- Laying out UVs for all models created using a range of tools.
- Baking assorted maps incorporating normal mapping.
- Bringing the models into the Unreal Engine to examine for modeling errors and to develop shading materials using the Material Editor.
- Responsible for partial level design creation for specific large project.
- Recruiting and interviewing potential applicants.
(Animation industry)
September 2003 — Present (5 years 11 months)
- Researching and developing various material shading techniques including skin shading using the Autodesk Maya Api and mental ray Api C++ programming.
- Implementing material shaders not currently available in Autodesk Maya software renderer and mental ray renderer.
- Primary focus on DT3D skin shader to develop an improved skin shading system.
- Created 11 publicly available shaders for download at various sites including Highend3d, ShareCG, and Digiteck3D.
(Animation industry)
November 2004 — November 2004 (1 month)
- Shading and texturing for character in proposed animated series.
- Creating and developing procedural skin texture/skin shader and leather shader using Autodesk Maya Hypershade to build shading networks.
- Experimenting with cartoon shading techniques to build cartoon shading network.
(Animation industry)
November 2003 — December 2003 (2 months)
- Modeling interior and exterior props for CG sets.
- Performing character weight setup on the characters for deformation in animation.
(Animation industry)
July 2003 — July 2003 (1 month)
- Creating a 15-second promotional video. Duties including: modeling, UV mapping, texturing, animating, blend shapes and facial animation.
(Entertainment industry)
March 2003 — May 2003 (3 months)
Internship duties, continuation of 3d learning and Improvement.
Associate Of Science , Computer Animation , 2001 — 2003
Certificate in Extended Studies in the Media Arts