SOMMAIRE

CV (English)

Mr Perdiguier Camille
Born on 12/11/1984 in Carpentras, France
Address : 265 Rue Leo Lagrange, 84310 Morières les Avignon, France
Tel : 00 (33)750 953 877
Mail : camilleperdiguier@gmail.com
website : http://www.perdiguier.blogspot.com



3D ARTIST

Professionnal experiences :

04/2013/04-2015 Concept Modeler Texturer Shader at Dwarf Labs studio
project : publicity «Cartier» , «RFF spots»

06-2012/02-2013 Fur Texture Shader Lighter at Rollickin' (Hong Kong)
project : animation movie «LionHeart»

04-2012 Texture Shader at BuvArt studio
05-08-2010 graphic illustrator at SOLUNEA
2008-2011 Oile painting for private
2008 CME (Mediterranean Centre for the Environment) project
Conception, Illustration and Graphics. Creation of guide book for earthquake prevention (15000 copies)

Education :
2010-2011 TD character Artist traning courses at Dwarf Academy
Workshop with MinHyung Lee (PIXAR animation Studio) on Color and lighting theory PIXAR Films
Workshop and Training with Olivier Pinol (Weta Digital, PDI/Dreamworks, Dwarf-Labs) on Visual Structure
2009-2010 3D generalist traning courses at OBJECTIF 3D
2006-2008 Bachelor degree of Applied Arts in Vauban University (Nimes)
«Art history, Design, Visual Communication...
2003-2005 Ecole Emile Cohl in Lyon
«llustration, Painting, Sculpt-modeling, Comics»
2003 baccalauréat (high school diploma) of STI Arts Appliqués

Skills :
Technical Director : Linux Os, introductionon TCSH/CSH, PYTHON, MEL scripting.
Technical Artistique : Understand visual structure and control the pictures in using visual component. (color or black and white for a movie, a video game, a tv show, and moving frame)
Avanced Modeling : Determine the type of simulation used with the mesh (particle instancing /
curve instancing / cloth deformation).Define the LODs of the object depending on camera view.
Define constraints and prepare assets for the type of FX used.
Organic Modeling : Organic modeling, human and creatures to demonstrate an ideal work-flow
approach to polygon and subdivision surface modeling. Execution of complex organic model of
Human or Creature with the understanding and assimilation of the production process.
Sculpting/Texturing : Establishment of : the naming convention ; the textures optimisation and resolution ; the concept and painting of hardsurface elements.
Ensure that textures meet the requirements of other department.
Shading /Lighting : Find subtle differences in lighting and rendering, understand the
concepts of lighting, color, contrast and surfacing to create an advanced lighting. Work through
usage of different techniques including SSS (Sub-Surface Scattering), AO (Ambient Occlusion),
Diffuse, Displacement, Bump, GI (Global illumination).
Hair/Fur : Choose methods adapted for a production ; Design in anticipation of the FX ; control procedural hair styling (variation, clump, jitter, flying hair...).
Concept and MatPainting : Integration in the graphic style of production ; Psychological study of
the character or scene in context (scenario) ; search of references ; control of the differents
drawing mediums (accademic or numeric painting).

Softs :
3D............... Maya, Mudbox, XSI softimage, Lightwave, Zbrush, Mari, Blender
Render….…...  Relight, MentalRay, Arnold, Vray
Compo........  Nuke (basic) Premiere (basic)
2D............... Photoshop, Gimp, Illustrator, InDesign, Flash

Hobbies :
music (guitar, bass...), sport (trekking), science, art and civilization history, theater