Forum Series The Autodesk Vision Series
ONLINE Raum Karlsruhe Friday, May 06, 17:00
Autodesk

Show & Tell: Creating a Mech in Maya

Video on demand

Artists Jonathan Reilly, Mike Waterworth, Aaron Humpherys with Jon Capleton will walk through their process of making a high-quality Mech asset from concept to creation, and demonstrate the importance of collaboration between artists, TDs and riggers.  

Jon Capleton, Technical Sales Specialist EMEA, Autodesk

Technical sales specialist

Jon Capleton joined Autodesk 4 years ago as a Technical Sales Specialist.  He has spent the previous 18 years working in VFX film production for companies Like DNEG, MPC and Framestore. Jon has 35 film credits under his belt and operated as a generalist for years before moving into Supervision and then Management. As a Technical Specialist at Autodesk, he looks after Maya, Arnold, Mudbox and Shotgrid across Europe.

 

 

 

Aaron Humphreys, 3D Character Artist, Lucid Games

I have been in the games industry for 5 years as a 3D Character Artist and I've been fortunate to work on many well-known franchises such as Ice Age, Dr.who, and Sniper Elite. I really enjoy the organic workflow of using Zbrush, Maya, and Substance Painter combined to bring characters to life. I am currently a Senior Character Artist at Lucid Games Ltd in Liverpool, England. I helped with the creation of extra character content for the PS5 Exclusive game 'Destruction All Stars'.

Jonathan Reilly, Creative Director, Inner Freak

I am a Creative Director specialising in creating assets (organic and hard surface) for VFX, games, feature animation and 3d print.

I’ve had the pleasure of working for major Oscar-winning VFX companies, such as DNEG and MPC, and numerous award-winning games companies, such as Sony Games and Cloud Imperium Games. I’ve also been involved in the 3D Print industry and have created numerous sculpts for companies such as Prime 1, Hasbro and PCS.

I have strong working relationships with technology and software developers such as Autodesk, Pixologic, etc, which allow me to keep my skills current and continuously improving.

Mike Waterworth, Character Technical Artist, Lucid Games

I have been working in the games industry since 1990 and have performed many different roles over the years. I have been lucky to work on many launch titles for new platforms at many different studios. My experiences have allowed me to develop my skills as a technical artist and I truly enjoy the challenges of this role.I am currently a Character Technical Artist at Lucid Games Ltd in Liverpool, England, where I was instrumental in rigging vehicle and character assets for the PS5 exclusive game 'Destruction AllStars'.