Pawel Szpytko

Senior Character Modeler at Tangent Animation
  • Claim this Profile
Online Presence
Contact Information
Location
Mississauga, Ontario, Canada, CA

Topline Score

Bio

Generated by
Topline AI

5.0

/5.0
/ Based on 1 ratings
  • (1)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

You need to have a working account to view this content. Click here to join now
James Wallace

Pawel is a fantastic sculptor. He has an excellent eye for developing sculpts and imbuing them with a sense of life and character. He’s developed an acute sense of what the core of the design is trying to convey and is able to use the designs as a launch point rather than an absolute interpretation. I’ve witnessed him translate some severely flawed design ideas into beautiful sculpts. He is also an excellent collaborator and is really fun to work with. It’s easy to have a discussion about the work; there is no ego, only smiles, laughing and excellent execution. Apart from being a really good artist, he’s also a good mentor and leader. He’s able to help junior artists grow and achieve better results. Pawel also takes the technical aspect of his work very seriously. He is usually in constant contact with rigging heads and leads to make sure the asset is production friendly and can hold up to the rigorous demands of animation. He’s a great guy, I call him my friend and he really creates a fun vibe on the team while making high caliber work.

0

/5.0
/ Based on 0 ratings
  • (0)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

No reviews to display There are currently no reviews available.
You need to have a working account to view this content. Click here to join now

Experience

    • Canada
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Senior Character Modeler
      • Jul 2019 - Present

      Character modeling in Blender and Zbrush. Retopo Zbrush sculpts in Blender. Character modeling in Blender and Zbrush. Retopo Zbrush sculpts in Blender.

    • United Kingdom
    • Animation and Post-production
    • 400 - 500 Employee
    • Senior Modeler
      • Mar 2019 - Jul 2019

      Responsible for modeling props, sets, characters for previs. Surfacing in Mari and substance. Lookdev in Vray and Arnold. Responsible for modeling props, sets, characters for previs. Surfacing in Mari and substance. Lookdev in Vray and Arnold.

    • Canada
    • Animation and Post-production
    • 1 - 100 Employee
    • Lead character modeler
      • Feb 2014 - Mar 2019

      -Responsible for modeling hero characters using Maya and Zbrush. -Designing studio mesh and workflow that is adhering to the demands of animation and rigging departments. -Supporting design and art development of characters -Character asset management in a USD pipeline. -Supporting pipeline tool development. -Training junior modelers in character workflow. -Maintaining a high level of quality and consistency while following strict studio standards. -Responsible for modeling hero characters using Maya and Zbrush. -Designing studio mesh and workflow that is adhering to the demands of animation and rigging departments. -Supporting design and art development of characters -Character asset management in a USD pipeline. -Supporting pipeline tool development. -Training junior modelers in character workflow. -Maintaining a high level of quality and consistency while following strict studio standards.

    • Computer Games
    • 1 - 100 Employee
    • Toy Designer/Character Artist
      • Nov 2013 - Jan 2014

      "WWE" - Designed and modeled WWE characters in Zbrush for Toy prototyping, factory production and game assets. - Worked closely with the department lead and a team of artists to establish style and refine quality of the product. - Helped to developed a workflow to maximize efficiency in creating multiple assets in a short time period. - Created clear and easy to follow style guides for factory paint application on final product. "WWE" - Designed and modeled WWE characters in Zbrush for Toy prototyping, factory production and game assets. - Worked closely with the department lead and a team of artists to establish style and refine quality of the product. - Helped to developed a workflow to maximize efficiency in creating multiple assets in a short time period. - Created clear and easy to follow style guides for factory paint application on final product.

    • Character / Set / Prop Modeler, Lighter / Compositor
      • Jan 2011 - Nov 2013

      “The Nut Job” - 3D Character/Set/Prop Modeler, Lighter and Compositor - Modeled main characters, sets and props with an elevated emphasis on feature film quality. - Worked closely with the rigging departments to achieve quality models tailored for performance driven animation. - Worked closely with FX cloth department to create clothing suited for simulation. - Lit and composited key shots on a sequence level using 3Dlight and Nuke. “Beet Party” - 3D Character Modeler - Modeled characters with close communication with the rigging department to deliver animation friendly assets. Show less

    • Canada
    • Animation and Post-production
    • 1 - 100 Employee
    • Modeler, Lighter / Compositor
      • Apr 2009 - Oct 2011

      “Gnomeo & Juliet” - Lighter and Compositor - Was responsible for lighting shots using Maya and Mental Ray which was then composited in Fusion. - Collaborated with team members to share ideas, resolve problems, maintain continuity and art direction. - Demonstrated technical knowledge, versatility and time management to successfully deliver multiple shots while resolving technical issues. “Yes Virginia” - 3D Character/Set/Prop Modeler and Character Rigger - Modeled characters, sets and props with an elevated emphasis on deadlines while maintaining a high standard of quality. - Worked as a character rigger which included, but was not limited to, rig setup, skinning, blend shapes, and pose deformers using Maya and proprietary software. - With a strong emphasis on teamwork and direction, we were able to efficiently and successfully deliver a quality product that surpassed the expectations of the client. Show less

    • Computer Games
    • 1 - 100 Employee
    • Modeling - Intern
      • Jun 2008 - Sep 2008

      "Too Human” 2008 - 3D Modeler, Texturer - Was responsible for modeling high and low poly assets including UV layouts using 3D Studio Max. - Accountable for creating textures and shaders using Photoshop and proprietary game engine software. - Collaborated with other artists to design and create assets successfully on time. - Was presented with many creative decisions which provided a great base of technical knowledge for the video game industry. "Too Human” 2008 - 3D Modeler, Texturer - Was responsible for modeling high and low poly assets including UV layouts using 3D Studio Max. - Accountable for creating textures and shaders using Photoshop and proprietary game engine software. - Collaborated with other artists to design and create assets successfully on time. - Was presented with many creative decisions which provided a great base of technical knowledge for the video game industry.

Education

  • Sheridan College
    BAA, Animation
    2005 - 2009

Community

You need to have a working account to view this content. Click here to join now