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Helped explore early look development in non-standard Pixar pipeline, such as exciting research using Motif as the primary renderer for the project. Migrated those ideas to Nuke and developed the complete back-half of the pipeline to deliver a highly stylized non-house look for the show. Working with the Lighting DP; produced all shots on the film in lookdev.
First major application of Houdini Solaris in sets-shading pipeline. Developed a modular terrain asset system, working closely with art and dressing to create sci-fi looking planetary surface.
Helped develop some highly technical looks projects for the film, such as animated energy effect seen in architecture and props. Developed modeling tools in Houdini such as automatically cut “perfect” seams.
Developed a new "groomable" non-tiling texture system for Pixar's internal shading toolset.
Supervised a team of 30+ technical artists to create the environments for the film. Oversaw lead TDs who ran teams in modeling, dressing, shading & “sets tech”. Helped manage the adoption of a major new production pipeline, including: Katana shading, Renderman RIS & a new proprietary pipeline caching system, USD.
Oversaw the rollout of global materials for characters. Conceived new creative controls for the Lighting department to adjust character shaders. Proposed & nurtured development of the “loom” pipeline: a curve-based cloth system for characters. Oversaw the QA delivery of character assets to Lighting, Simulation, Animation, Layout & Rendering.
Helped introduce the transition of texture artists into the shading department (who were previously in art). Worked to ease the adoption of a major new revision to our internal shading toolset. Helped train & mentor technical artists and oversee their work.
Oversaw all global materials for characters. Developed the car paint shader and “metal flake” looks, as well as others. Shaded Lighting McQueen, Ramone, Sarge and other primary & secondary characters.
Shaded several secondary & tertiary characters, including Mr. Ray, Lobsters and Crabs. Fixed technical problems with some characters, including Angler Fish, Sea Turtles & Humans.
Various asset shading/look development for the sewer areas in act one, as well as several props throughout the film.
Shaded various sets, including: the Parr family home (exterior) & neighborhood, the “Omnidroid” Delivery Rocket & Hangar. Also shaded misc. props.