NITIN CHHIKARA (Environment Artist & Generalist)
HONORS & AWARDS
(Outstanding created environment in a commercial or broadcast Program) for Game Of Thrones( project lead ) “The Climb”.
For Game of Thrones. “Valar Dohaeris” (Season 03) as model and texture lead.
EXPERIENCE
Sony Pictures, Vancouver, Canada
Projects: Ray and Pi.
Software's Used: Maya, Houdini, Python.
CG Environment Supervisor (June.15.2024 - Currently)
* Building the CG environments from concepts and client references.
* Procedurally build workflows for artists on the team.
* Developing tools to automate mundane tasks in the dept. To speed up artistic workflow.
* Manage artists creatively and technically during production.
Next Pixel Entertainment Inc., Vancouver, Canada
Projects: Ray and Pi.
Software's Used: Maya, Houdini, Python.
CG Environment Supervisor (Sept.11.2023 - May.31.2024)
* Building the CG environments from concepts and client references.
* Procedurally building workflows for artists in the team in the USD context.
* Working with the pipeline to develop the next set of tools needed for smooth transitions of sets to other departments.
* Developing tools to automate mundane tasks in the dept. To speed up artistic workflow.
* Set up lighting based on references for first environment approvals.
* Manage artists creatively and technically during production.
ON Animation, Montreal, Canada
Projects: Ladybug & Cat Noir Awakening.
Software's Used: Maya, Houdini, Python.
CG Environment Supervisor (Jul.30.2020 - Jul.04.2023)
* Manage the artists within the department.
* Delivering sequences to animation, surfacing, and lighting.
* Prepare the environments that will be rendered in guerilla.
* Maintain delivery quota of shots, sequences, and environments to all other departments.
* Procedural environment creation using an in-house tool.
Environment & Layout Lead (Jan.10.2020 - Jul.30.2020)
* Manage the artists within the department
* Building environments procedurally.
* Prepare the environments that will be rendered in guerilla.
* Managed Shot building for animation, surfacing, and lighting department.
Environment Artist (Nov.20.2019 - Jan.10.2020)
* Building environments procedurally.
Framestore, Montreal, Canada
Projects: The Aeronauts, Captain Marvel, His Dark Materials season 01.
Software Used: Framestore's custom texturing and lighting tools, Maya, Houdini, Mari, Nuke, Python, Linux.
Environment TD (Aug.13.2018 - Nov.20.2019)
* Procedural texturing and look dev for full CG environments.
* Developing custom callisthenics shaders for procedural environment texturing and look development.
* Making clouds procedurally in Houdini, Layout, look development, and rendering of assets/shots.
* Tools were developed in Maya using Python to speed up the workflow.
Method Studios, Melbourne, Australia
Projects: Jumanji, Game of Thrones season 07, Tomb Raider, Aquaman.
Software Used: Maya, World Machine, Mari, Nuke, Vray 3.0, Linux, Substance Designer & Painter, Python, Pyqt4.
Environment Pipeline TD (Feb.05.2018 - June.08.2018)
* Developing custom pipeline tools for the layout and environment department using Python and pyqt4.
* Model and texture full CG environments with substance designer and Zbrush.
* Texturing High res. Photo-real textures for CG environments and assets.
Senior Environment Artist (Feb.06.2017 - Feb.02.2018)
* Developing custom pipeline tools for the layout and environment department using Python and pyqt4.
* Model and texture full CG environments with Substance Designer and Zbrush.
* Texturing high res. Photo-real textures for CG environments and assets.
Scanline, Vancouver, Canada
Projects: Independence Day, Justice League, Magladon.
Software Used: Maya, MAX, Terragen 3, World Machine, Mari, Mudbox, Nuke, Vray 3.0, Photoshop, Substance Designer.
Senior CG Generalist (Aug.17.2015 - Feb.03.2017)
* Photo-realistic shading, look development, and lighting for full CG shots.
* Set Extension and CG environment creation.
* Texturing High res. Photo-real textures for CG assets and environments.
* Re-topology and model clean-up.
Moving Picture Company, Vancouver, Canada
Projects: Independence Day, The Finest Hour.
Software Used: Maya, Katana, Mari, Mudbox, Nuke, Vray 3.0, Renderman, Photoshop, Linux.
Senior Environment Artist (Jan.26.2015 - Aug.14.2015)
* Set extension and CG environment creation.
* Texturing high res. Photo-real textures for CG environments.
* Look development & camera projection texturing from set photographs.
* Re-topology and model clean-up.
NPIXO Gmbh, Frankfurt, Germany
Projects: Porsche Cayenne Exclusive 2014, Porsche 911 GT3, Porsche Macan, Porsche Panamera Turbo S,
Porsche Spyder, Porsche Boxster, Porsche 991 GTS, Skoda Fabia & more.
Software Used: Maya, V-RED, Mari, Mudbox, Nuke, VUE, Vray 3.0, Mental Ray, Speed Tree, Python.
CG Supervisor (Feb.13.2014 - Nov.30.2014)
* Shot and asset management in Windows/mac (python).
* Digital Asset Management for different projects (python and SQLite).
* Vray 3.0 shader’s library dev. With custom tools for lighting and rendering.
* Creating custom tools for production and pipeline in Python.
* Tools/pipeline R&D development for production and training artists.
* Modeling, texturing, shading, lighting, and asset-rendering in shots.
* Setting up the workflow for different projects in the pipeline.
* Testing software for production and training artists with new tools and skills.
Senior CG Generalist (Dec.01.2013 - Feb.12.2014)
* Real-time visualization with art directors and photographers to render high-resolution pictures and
artwork for Porsche and other automotive companies.
* Re-topology of 3d models and preparing them for lighting and rendering.
* Texturing, shading, lighting, and rendering of the CG environments and cars.
SPIN VFX, Toronto, Canada
Projects:- Game of Thrones season 03, Nikita Season 02, 03, Borgias Season 01, 02, 03, Resident Evil,
Twilight Breaking Dawn 01, 02, Titanic TV series, Abraham Lincoln Vampire Hunter, Reign & more.
Software Used: Maya, Mari, Mudbox, Katana, PRman, Nuke, Vray, Speed Tree, Linux.
CG Generalist / Senior Texture Artist (Feb.25.2011 - Aug.15.2013)
* Modeling, texturing, and sculpting high-res. assets, props, vehicles, environments, and characters.
* Shading, lighting, and rendering of assets in Render Man, katana, Mental Ray, and Maya Man. Look at the
development of assets in Katana and Maya for lighting.
* Developed and tested the foundry's katana for production at the asset level with programmers.
* Tested and introduced software like Mari, Mudbox, katana, and Speed Tree for pipeline on multiple platforms.
Texture Artist (Oct.12.2010 - Feb.24.2011)
* Modeling, texturing, and sculpting high-res. assets, props, vehicles, environments, and characters.
* Shading, lighting, and rendering of assets in shots.
EDUCATION
University of Ryerson, Diploma Java Programming Toronto, Canada
(Aug.2011 - Dec.2011)
Vancouver Film School,3D Animation & Visual Effects Vancouver, Canada
(Oct.2008 - Oct.2009)
Sikkim Manipal University, B.SC in Multimedia and Animation New Delhi, India
(Jan.2005 - June.2008)
2.5 yrs Diploma in Multimedia and Animation New Delhi, India
(Jan.2003 - July.2006)
LANGUAGE
English, Hindi, Mandarin.