Brad loves 3D, VR, teaching, learning, solving odd problems, working with kids, listening to and making music, audio recording, pedal boards, science, making videos, talking to interesting people and trying to find ways to do all of these things at the same time. Brad started in computer graphics answering telephones in tech support and has held jobs as content creator, product manager, Vice President 3D at NewTek, President/Founder at Luxology and President of the Americas at The Foundry. But his all time favorite title is Dad.
I started creating computer graphics in 5th grade...I believe that was 1982. I created a green dog pixel by pixel, programming in Basic on my Atari 800. If I remember correctly his ears were orange. There was just something about the potential of those glowing pixels that grabbed me. I've been animating, modeling, compositing and editing professionally day-in and day-out for about 20 years now - yet still retain a real sense of wonder and curiosity about this industry, the tools and people who make it what it is. I think sleeping is mostly a waste of time and enjoy my waking hours as a dad, husband, coach, has-been athlete, armchair nerd and CEO of Sabertooth Productions, Inc.
Evil scientist turned good guy 3D nut. Current pixel chef at pixel fondue. Creator of useful tools. Visualizer of things he can’t ever put on a portfolio due to secrecy documents that basically made him sign his life away. Best known for solving 2D to 3D (even back to 2D) streamlined solutions. Heading 9b studios with a focus on Design Visualization Pipelines.
Adam is a product design consultant. He's helped design and visualize laptops, power tools, audio gear, educational toys, a robot, a hibachi grill, a cooler, headphones, faucets, toilets, flush valves, a sci-fi movie vehicle, coffee makers, a panini maker, a lint roller, gaming consoles and accessories, drones, golf clubs, medical devices, VR headsets, and a scrubber thingy.
Ellery is a professional artist, designer and educator. He has created training for Lynda.com, Video2Brain, TheFoundry and is the author of the book 3D for Graphic Designers. Ellery has developed and taught course curriculum for major universities and trained at studios and production houses across the U.S.
Short and awkward. When I'm not bridging the gap between design and technology at Adidas, you can find me freaking out in nature or on my MAC. I love concepts, twizzlers, cereal, and Halloween. I'm also the grey shade between extroverted and introverted, but you can just call me Didi. (Note: Didi has Adam's favorite bio.)
Richard Yot is a UK based illustrator who specialises in creating quirky characters and worlds for them to live in. With extensive knowledge of lighting, shading, and rendering Richard offers a wide range of deep and detailed tutorials and has acquired a very loyal following. Richard is serious and does not do jokes.
Ryan Ernst studied game art and design at the Art Institute of Pittsburgh but left early to work in the fast-paced consumer good market. For the last 3 years, he worked as a 3D product concept artist, creating concepts of promotional products for major corporations. He specializes in optimizing workflows and creating realistic product and display renders.
William Vaughan is an award-winning artist, writer, and director. He has created thousands of original computer-generated characters, including Tofu the Vegan Zombie. William has trained thousands of cg artists throughout the world and authored more than 300 tutorials and instructional videos. He has been published by every major cg magazine, contributed to 18 books, has written and directed several award-winning films, and has created digital art for many top studios, including Nickelodeon and Pixar Animation Studios.
Ed has been in the film and television industry for a little over 10 years working on productions such as Zodiac, Supergirl, and the Transformers series. Ed’s ultimate goal (aside from inter-dimensional conquest) is to create illustrations for the short stories he writes in his spare time. He’s happiest walking his dogs and kayaking in the ocean above things he’d rather not think about. Actually, if it were not for his dogs, Ed would probably be fused to the chair in front of his computer like some sort of horrible man-chair. A firm believer that inspiration is everywhere, Ed enjoys the challenge of using the latest technology to turn inspiration into imagery.
Wes is a technical artist and Substance Integrations Product Manager at Allegorithmic. He strives to improve his work by finding a key balance between technical knowledge and artistic skill sets. Wes has created training for lynda.com, Allegorithmic and is the author of "Real World Modo" and "Creating 3D Game Art for the iPhone using Unity." Wes teaches the Substance Toolset at major game and VFX studios across the world.
Alex is an award winning 2D/3D generalist and a Foundry certified Nuke trainer. He is most often seen staring at Nuke nodes, shader setups, modo and Maya rigs and swearing about his own Python scripts. He would describe himself less as a creator and more as a solver. Blank pages scare him and so he quickly tries to fill them with nonsense like this. He has found that when you fill enough pages with enough nonsense, you occasionally get something that is actually legible. So stick with him. It may take some time.
I managed to escape unscathed, after years as an Advertising Creative on both sides of the Atlantic, and delighted at free-lancing as a director and storyboard illustrator. At what may have been the last MacWorld Expo in Paris (sniff) I saw a demo of Poser. "Cool", I thought, "This will help me pose my characters for illustrations." My finger was then caught in the 3d cogwheel, from Poser I went to Modo (302), and became a 3D illustrator primarily, while still doing some directing on the side. Now most of what I do has moving images, 2D, 3D or both. It’s as much fun directing Pedro the chicken as live actors. No. It's even more fun.
When I'm not busy teaching I spend my time drawing, painting, composing with synthisizers and MIDI, and playing the guitar. I also find time to enjoy reading in the evenings. On weekends I paraglide when the wind blows the right direction. I started with pencils, paint, clay, and a curious mind. And now I find that, while the tools have changed somewhat, the curious mind is still holding steady.
James enjoys Music, Tikis, Halloween and all things 3D. His first foray into Computer Graphics was in the early 90s using a command line version of the 3D ray tracing software POV-Ray. This sparked an obsession with all things computer generated that endures to this day. He received his degree in Illustration from San Jose State University in 1994, but soon after traded his paint brushes in for pixels and has never looked back. Having worked for a variety of Silicon Valley companies over the years, James has had the opportunity to wear many hats, both figuratively and literally. James wrote the entirety of the documentation for MODO from version 401 to 901.
Steve is an avid 3D enthusiast, occasional freelancer, and all around terrible dancer. With an art school background in traditional 2D mediums, he put it all aside when he realized computers don't leave everything you own covered in oil paint. When he's not dreaming in wire-frames, walking Lucas the dog or binge watching Netflix to avoid responsibility, he spends all his time creating in 3D, most recently focusing on real time environments and asset creation.
Lauren is an industrial designer, 3D generalist, and teacher. She received her Bachelors in Industrial Design from Humber College and has also studied furniture design and concept design for film and video games at the Concept Design Academy in Pasadena. She is the founder of LearnSpace T.O. which offers classes and workshops for industrial designers in Toronto. If her father were writing this bio, he would prefer she went by her native name, Three Feathers, and would describe her job as 'something to do with computers'. She currently resides in Toronto, Canada and really wants a dog.
I am visual artist and programmer, enjoying both art and technology, periodically leaning more towards one or the other. I have not found my sweet spot yet. My life would be simpler if I did. You can see me programming as well as painting and drawing. Or learning math - which is my latest fascination. I used to work in animation industry for many years, most recently as concept designer helping animation directors with their pitches. But then I took a turn and enjoyed a fantastic ride as R&D software engineer at Foundry. I love crafting artist friendly workflows. Which is why I develop Auto Character Setup, rigging and animation tool-set for MODO. My current artistic undertaking is “Dogs of Zone”, a hybrid interactive projection meant to combine all my skills in a single project.
Ymmanuel is a musician trapped in the mind of an engineer, who enjoys playing Bach with his violin as much as coding a mobile app. He is also a 3D enthusiast with a focus on VR and AR. With a tech and business background, and after working with many banks and financial firms, he decided to take a break from the corporate world and reinvent himself, nowadays he spends most of his time creating and finding projects with the right tech-art balance and in the meantime he helps startups in developing countries with IT related stuff and growth strategies.
Franck is a CG Content Artist. Passionate by CG, since he've seen the early Pixar shortfilms and Jurassic Park movies, at 14 years old, so good childhood memories... Specialized in VR and AR, he's working now in South Korea, for the pleasure of his wife and daughter. Going into a new country is a challenge, but this one fit is positive attitude. As an open minded person, he's always happy to participate on Modo Forums as well as other software like Substance Designer and Unity. CG Friend of Pascal that have give a lot of effort building the French Modo user base. " Always preserve a little space for the child you was in your mind, this way you can build huge things"
Pedro Alpiarça dos Santos is a Drawing and Painting student that felt into the "computer trap" when learning Character Animation. Immediately started to wrap around technical problems, from Topology to Rigging. LightWave3D was the first love. In Softimage the animation pipeline and vector manipulation got consolidated, resulting in a lot of tool development. Houdini is the current home of this node lover that wants to share with everyone the jolt of grasping Math and Programming foundations through interactive means for creative ends.
Daniel L Smith is an award winning compositor, director, and vfx supervisor with over 24 years of experience. His compositing film credits include Harry Potter, Judge Dredd, and SpyKids 3D. He is also an expert on stereography and an award winning director for his short films. Daniel has designed all aspects of the stereoscopic experience for many special venue films and worked on several ground breaking projects for Busch Gardens and Radio City Music Hall. Daniel is a Foundry Certified Trainer in NUKE and has personally trained hundreds of students that now have successful careers in the industry. He has worked for Cinergi Pictures, Laika, ReelFX, Dimension Films, MTV, Disney, Warner Bros, and Falcon's Treehouse.