CGCircuit Interview: Geordie Martinez of ILM

CGCircuit is proud to present the latest in our on-going series profiling some of the leading technical and creative talent in the entertainment industry.
Today we would like to share with you our interview with one of the best Creature TDs in the VFX industry: Geordie Martinez.
Geordie currently works at Industrial Light and Magic as a Creature TD, Crowds Lead and also as trainer for the ILM Creature Dev department. He also publishes tutorials on our platform and he is currently teaching a workshop on Python titled Learn Python inside Maya. You can find the workshop here.

In this interview we ask Geordie about his career his work at ILM and more.

Geordie Martinez Demo Reel 2015 from Geordie Martinez on Vimeo.

The Interview


1449858828_256Can you introduce yourself and tell us some of the major productions you worked on?

Hello! I’m Geordie Martinez. I’m a creature TD and crowds lead at ILM. I am also the trainer for the Creature Dev department. I train all of the new hires coming in to get them up and running quickly. I’ve worked on The Avengers, Pirates of the Caribbean, Noah, Pacific Rim, Captain America Winter Soldier, Star Trek Into Darkness, Tomorrow Land, as well as a bunch of rides at ILM. I’ve been working in science animation and vfx since 2003.
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CGCircuit Interview with Hans Godard, Character TD at Naughty Dog

CGCircuit is proud to present the latest in our on-going series profiling some of the leading technical and creative talent in the entertainment industry.
Today, we bring you an interview with one of the more exciting Character Technical Directors out there, Hans Godard, whose work can be seen in game developer Naughty Dog’s latest efforts, including the upcoming Uncharted 4.
Our brief interview with Hans regarding his latest plug-in release, RBF Solver, just scratches the surface of his fascinating array of tools and techniques, but we hope it gives you a taste of how Hans is helping to move the job of Character TD forward with his ingenuity and imagination.


The Interview

rbfSolver_iconThank you for taking the time to chat with us, Hans. Could you briefly describe your current job and how you got there?
I’m a Character TD at Naughty Dog, a video game company that recently produced The Last Of Us. We are currently working on Uncharted 4.
I started to work as a freelancer in France in advertising. I also worked on a cartoon series and in feature films and, ultimately, Quantic Dream was my first video game company. As a Rigger I decided to continue in that direction because there are lots of interesting aspects in this industry. Continue reading

Skinning with nCloth

skinning with nCloth banner

Advanced Skinning with Andy van Straten

Andrew van Straten is a Creature TD with big league film credits such as Dawn of the Planet of the Apes, The Hobbit: The Desolation of Smaug and The Adventures of Tintin. While working at Weta Digital he was responsible for research and development for the Creatures department, specifically in regard to physical based solutions to facial expressions. In his tutorial, Skinning with nCLoth, he covers how to build and solve nCloth muscles, fascia and skin. He also delivers ideas on how it might fit into a production pipeline. This tutorial, is best suited for someone who has experience with rigging in Maya or nCloth.

I created this tutorial because I think riggers are waking up to the vast potential of a solution for muscle and skin that is based on a physically based solver. I hope riggers will get another string to their bow as it were, and are able to apply the concepts in their own setups.

Andrew van Straten

Check out the amazing results here!

I do plan to make more tutorials, including a follow up to this one where I’ll build the shoulder as its a fairly complex part of the anatomy. I’d also like to do one on how to manage realistic combination shapes for facial animation.

Andrew van Straten

Creating this tutorial was important to Andrew because, “Riggers are waking up to the vast potential of solution(s) for muscle and skin that is based on a physical based solver.” Hopefully adding another “string to their bow” Andrew is wanting riggers to be able to apply the concepts in their own setups. Indepthly he adds, “Weta Digital use a proprietary physically based solver to generate solutions for organic tissue. This tutorial won’t replicate what happens in the creatures department, but it does employ some of the same thinking with the outcomes, i.e. using a solver to do the ‘heavy lifting’ as it were to generate complex shapes.” Looking forward Andrew plans to produce additional tutorials with subjects such as building the shoulder and managing realistic combination shapes for facial animation. For more on Andrew go to his LinkedIn Profile.