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Benjamin Solheim 763 Sapphire Street San Diego, Ca 92109 (609)-384-6283 | firstname.lastname@example.org Objective: To find challenging and rewarding work in a dynamic environment. Education: Bachelor of Science in Computer Animation, Full Sail University, Orlando, FL, July 2008 Associate in Applied Computer Science, Ocean County College, Toms River, NJ December 2005 • AS.GE.CS.CSTT, CPE.GENERAL - Programming, Databases, Photoshop, Web Site Design • Student Government senator and representative to academic standard committee Work Experience: MPS Inc: 1/2006 – Current Digital Artist / Technical Artist • Rendering hardware and software optimization, installing and configuring Linux and Windows workstations, software and hardware troubleshooting • Taking existing assets and integrating and updating as time allows for promotion material. • Texturing and rigging new and existing assets • Building the environment from the 3D pre-visualization – building the foreground and backdrop as a mix of 3D and 2D cards, lighting and rendering the scenes • Creating Art assets for Promotion Use Vizual F/X Studios LLC: 9/2008 – 1/2006(closed) Digital Artist • Responsible for translating 2D concept art into Polygon Meshes for use in Vizual FX's Proprietary game engine, and for Xbox live title. • Modeling & U/V Mapping in Maya • Creating Zbrush-ready hard surface and organic low resolution Polygon Meshes • Building and detailing high-resolution hard surface models in Maya for use as Normal Maps. • Worked with both Realistic (MMO) and Toon Style (Cart Game) Tech Solve Global: 10/2003 – 7/2005 System Engineer Mars Employment, Inc: 1/2003 – 5/2004 System Engineer Abbtech Staffing, NMCI Project: 8/2002 – 10/2005 Tier 3 Sweep Team / System Engineer United States Air Force: July 1997 – August 2001 • Honorable Discharge and DOD Secret Security Clearance Technical Skills: Technical Skills • Firm understanding of lighting and color theory • Traditional Sketching on pads and doodling in Adobe Photoshop and Paint Shop Pro • Polygon and NURBS Modeler with subsets in Environments, Texturing, Rigging and Scripting • Familiarity with Maya and 3DMax’s modeling, texture and lighting systems. • Effective use of transparency in creation of efficient foliage and fake windows. • Lighting and Shading optimization for Mental Ray render and game engine renders. • Multi-pass rendering and composition using Diffuse, Specular, Shadow and Occlusion passes • Maya application development - Mel Script tool development to assist in building complex objects. • Integration of high and low resolution assets, from Maya, Max, Zbrush, C4D through object conversion and the use of FBX file format • Understanding of Unreal engine optimization of assets. • Geometry optimization for normal maps. • Patience and logical able to resolve issues without getting overwhelmed or frustrated.
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