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Agustin “TINTO” Loreto.
Rigging | Layout | Modeling
Lighting | Matchmoving
Python/Mel Scripting
Concept design.

resume

FULL PORTFOLIO SITE: http://www.tintoloreto.com/

PROFESSIONAL HIGHLIGHTS:

  • Fourteen years combined experience as an Architect and 3D Graphics Artist.

  • Experience in, rigging, modeling, surfacing, lighting, layout, previsualization, digital compositing, matchmoving.

  • Technical knowledge: Maya, Zbrush,  Nuke, Photoshop, PFTrack, PFmatchit, Fusion.

  • Advanced knowledge of python / mel scripting. Ability to build tools with user interface.

  • Experience in illustration and concept design using 3D and 2D digital techniques.

PROFESSIONAL EXPERIENCE:

Layout artist | Bubble Guppies | Nelvana Studio | sept 2014 – current

Created staging, character animation blocking and camera movement for full sequences.

Previsualization and Lighting  artist|  Paw Patrol (TV series) | Guru Studios, Toronto |  Apr 2014 – May 2014

Created a previsualization of each episode using Maya’s camera sequencer. Then I moved to the lighting department  using Vray.

Character/prop/set  Rigger  |  The nut job (feature film),  Spark  (feature film) | ToonBox Entertainment, Toronto |  Oct 2012 – Nov 2013

Prop rigger for the nut job. Character, prop and set rigger for Spark.  All rigs were programmed in python. Characters rigs included: full rig with fk/ik switches, follow, eye tweakers, mouth tweakers, face squash, corrective blendShapes and Permanent Pose deformer. Also participated in the creation of vehicle models and character model fixes.

Character/prop/set  Rigger  |  Barbie in a pony tale (feature film) | Arc productions, Toronto |  May – Oct 2012

Character, prop and set rigger. The main task was the creation of two quadruped rigs (one for horses and one for dogs) . Characters rigs included: full rig with fk/ik switches, follow, eye tweakers, mouth tweakers, face squash and corrective blendShapes. Participated in the creation of characters and prop models. I also  developed tools in mel scripting to make the face rigging process faster.

3D generalist (modeling, rigging and texturing)  |  Nelvana (Corus Entertainment), Toronto | Babar  |  Feb 2011 – Apr 2012

In charge of cleaning designs in the modeling stage. Model and rigs were created for each assigned asset. I also did surfacing for a few assets. The most frequent rigging technique when facing assets that simulated ropes, cables and cloth were: custom ribbon spines setup, wire deformers and floating joints. Generally this assets were rigged at origin and then those changes blend Shaped to the final mesh.

Concept designer  |  March Entertainment, Toronto |   Dex    |  Sept – Dec 2011

In charge of the set designs for the movie. Mainly, the control center, the bug tank, the theater, the exhibit hall, the interview room, the control room’s door, the staff chairs in the control room, the theater’s chairs and the control room’s screens. You can see the designs here. Please find the image with the corresponding title.

3D generalist  |  Starz Animation, Toronto |  Camelot   |   Aug 2010 – Feb 2011

Each shot was undistorted  and tracked using a combination of  PFTrack and  PFmatchit. Then the model for the set was brought in into Maya with the tracked camera so the tracking can be cleaned up and then light the shot. The shadow, and color passes were then rendered and delivered to a matte painting artist. Finally, the camera was imported into Nuke setting up a 3D environment with cards, or a projection into a 3D model and creating the preliminary comp file to be used by the final compositor.

Layout Finaler / Scene Prep  | Starz Animation, Toronto |  Gnomeo and Juliet   |  May 2009 – Sept 2010

Created the set dressing for each shot inside of a full sequence. Ensuring continuity and proper camera movement. Big shots often had to be divided into multiple layers, rendering each pass in the render farm. Each shot was comped together for approval using Fusion or Nuke.

Lead  Lighter, texturing supervision   and Compositor  |  Red Rover Studios, Toronto  |  Ollie and the Baked Halibut   |   Sept 2008 –  March 2009

This show was rendered using Mental ray and final gathering. The shots were rendered in passes and then finalized with maya composite.

Match Moving and Layout Artist  |  C.O.R.E. Digital Pictures, Toronto |  Splice  |   Apr – Aug 2008

Shots were undistorted and tracked using pftrack for both camera and geometry track. Then the shot was put together in houdini for the face transformation of the main character. Finally the shot was pre-comped in Shake.

3D Layout Artist | C.O.R.E. Digital Pictures, Toronto |  Chop Socky  Chooks | Jun 2007 – Feb 2008

Created staging, character placing and camera movement for full sequences making sure the shots match the director’s storyboard, continuity and composition.

Concept Designer, 3D Modeler, Texturer, and Lighter  |  PDVSA (Venezuela’s national oil company), Caracas, Venezuela.  |  Design of company’s headquarters  |   Jan – Jul 2006

This project belongs to my architectural experience. Designed the concept for a headquarters complex of this company. The project was presented with a 6 min animation of the project and with the building blueprints.

 

EDUCATION:

Computer Animation  |  Sheridan College, Oakville  |    2007

Bachelor of Architecture  |  Universidad José María Vargas, Caracas, Venezuela  |    2001

 

Matchmoving | lighting

 

S   H   O   T         B   R   E   A   K         D   O   W   N

 

1- Camelot  Seq (ARC productions):

For these shots I did the tracking of the shot, lighting and render layer setup for the matte painter artist. Then I was in charge of setting the shot in Nuke with the tracked camera and the models and cards in a 3D space inside Nuke. The tracking software was a mixture between PFmatchit and PFtrack. Then, the shot was lighted in maya and composite in Nuke.

Shot 1 and 2: The castles were created projecting a matte painting based on a 3D render  to a model in Nuke.

Shot 3: The house in the back of the brick wall was created projecting a matte painting based on a 3D render  to a model in Nuke.

 

2-Splice seq (CORE digital pictures):

I was in charge of creating the shot track and the geometry track. Then the shot required to include the face geo in the shot, and deform the image seq so the main character skull deforms.

The tracking software here was PFtrack and it was layout in Houdini.

 

3- Ollie and the Baked Halibut seq (Red Rover):

I was the lead lighter for this short film; and I  also worked as a surfacer for the props. The software used was maya and it was rendered with mental ray and final gathering.

 

 

 

Layout Reel

 

S   H   O   T         B   R   E   A   K         D   O   W   N

 

1- Gnomeo and Juliet seq (Starz animation):

Layout Finaling and set dressing. Also did scene prep.

 

2- Chop Sucky Chooks  seq(CORE digital pictures)

All layout including, camera setup and set dressing.

 

 

Rigging|Modeling Reel

 

S   H   O   T         B   R   E   A   K         D   O   W   N

 

1- Barbie Seq:

Responsible for the main rig of the male character in the first two shots of the reel. It involved full ik/fk rig with follow, full face rig with blinks, mouth and eye tweakers, face squash and cheek controls. It also had additional controls for the coat.

I also helped on the body and face rigs for the girl characters.

Created lower body for all horses (spine, legs and tail.). The same quadruped body was used for all horses. A single dog rig was also created and used for both of them.

 

2-The Nut Job seq: (prop rigging)

All these rigs were scripted from scratch in a layer stile using python scripting. The rigs have multiple script files that are loaded into an interface that runs each script in seq. When a rig needs to be corrected  a simple editing  to an specific script will do the job without having to loose a lot of work .

 

3- Babar seq: (pirate balloon, pilot hat, beetle, plant and tow car).

Created both model and rig for all these assets.

The parts of these rigs behaving like cables or spines were builded with custom made ribbon spines setups or wire deformers.

I also did set dressing and surfacing when needed on this project

test2
  1. Python
    Logic in Python:
    example:
    x=1

    y=2
    if x == y:

    print(‘success’)

    elif y< x:

    print(‘elif’)

    else:

    print(‘else’)
    Explanation: First we declared what are “x” and “Y”. Then we start our procedure:
    “if” ‘x’ is iqual to ‘y’ then print ‘success’. Because ‘x’ is not iqual to ‘y’ it will not print

    ‘succes’ and it will continue to the next task.

    The next task is an ‘elif’ statement: ‘Then if’ ‘y’ is less than ‘x’ print ‘elif’. But, because ‘y’

    is not less than ‘x’ it will not print ‘elif’ and continue to the next task”.

    The last task is an ‘else’ statement: ‘if not any of that’ print ‘else’. This time the statement

    is true, ‘y’ is not any of those statements  so it will print ‘else’.
    (The idea behind this logic is to create filters for procedures. In this case we have 3 different filters. The first one established the main qustion, the second one is a second filter to eliminate other options and the 3d one is the final result of an elimination of options.)
    Logic options

    == iqual to

    != not iqual to

    <less than

    >greater than

    <=less than or iqual to

    >=greater than or iqual to

    Creating a list:
    listNumbers = [1,2.,3,4,5,6]
    1-We can ask if a value or string exist inside of a list:
    4 in listNumbers

    True
    # Here we are asking if number ‘4’ extist inside of ‘listNumbers’. And, because it does

    exist, it returns a ‘true’ value.
    2- We can also add more elements to an already declared variable:
    listNumbers.extend [a,b,c,d]
    #This command when printed will return this:
    [1,2,3,4,5,6,a,b,c,d]
    3- we can also insert an item in a specific possition in the list:
    listNumbers.insert [0,9999]
    #This will return the following list:
    [9999,1,2,3,4,5,6]
    #It is adding the 9999 number in the first item of the list (item ‘0’)

Hello world!

Python

 

Logic in Python:

 

example:

 

x=1

y=2

 

if x == y:

print(‘success’)

elif y< x:

print(‘elif’)

else:

print(‘else’)

 

Explanation: First we declared what are “x” and “Y”. Then we start our procedure:

 

“if” ‘x’ is iqual to ‘y’ then print ‘success’. Because ‘x’ is not iqual to ‘y’ it will not print

‘succes’ and it will continue to the next task.

The next task is an ‘elif’ statement: ‘Then if’ ‘y’ is less than ‘x’ print ‘elif’. But, because ‘y’

is not less than ‘x’ it will not print ‘elif’ and continue to the next task”.

The last task is an ‘else’ statement: ‘if not any of that’ print ‘else’. This time the statement

is true, ‘y’ is not any of those statements  so it will print ‘else’.

 

(The idea behind this logic is to create filters for procedures. In this case we have 3 different filters. The first one established the main qustion, the second one is a second filter to eliminate other options and the 3d one is the final result of an elimination of options.)

 

Logic options

== iqual to

!= not iqual to

<less than

>greater than

<=less than or iqual to

>=greater than or iqual to

Creating a list:

 

listNumbers = [1,2.,3,4,5,6]

 

1-We can ask if a value or string exist inside of a list:

 

4 in listNumbers

True

 

# Here we are asking if number ‘4’ extist inside of ‘listNumbers’. And, because it does

exist, it returns a ‘true’ value.

 

2- We can also add more elements to an already declared variable:

 

listNumbers.extend [a,b,c,d]

 

#This command when printed will return this:

 

[1,2,3,4,5,6,a,b,c,d]

 

3- we can also insert an item in a specific possition in the list:

 

listNumbers.insert [0,9999]

 

#This will return the following list:

 

[9999,1,2,3,4,5,6]

 

#It is adding the 9999 number in the first item of the list (item ‘0’)

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