Working with animation film and games, I have developed and implemented routines and methods necessary for a wide range of artists to collaborate and create output as efficiently as possible. I am neither an engineer nor an artist, but having worked in both fields, and growing up with a keen interest in both subjects, I bridge the two worlds well, helping communication and development of new ideas and workflows between departments.
I am a technical artist working in the games and film industry. My main strengths are scripting (python) and character setup, but I have knowledge of most areas of 3d, including modeling, VFX, shading, lighting, rendering, texturing, animation, and compositing.
I love to work in a team, seeing how far working together can push the final result. In order to help this, I always try to output the very best and clean result, making the job easier for the next person in line. Feel free to contact me at morten@mortenbohne.dk
Education
I graduated from The Animation Workshop in Viborg, with a Bachelor in Computer Graphics and Art in January 2013, where I worked as a Technical Director and Pipeline Supervisor for the graduation film Porcelain. Before getting into VFX I was trained in classical drawing at The Drawing Academy where I focused on anatomy and the human figure. The knowledge of human anatomy I acquired has proven to be beneficial in many occasions such as modeling, sculpting and rigging.
Skills and software experience:
- Python
- Maya
- 3ds Max
- MotionBuilder
- Blender
- Houdini
- Mantra
- Vray
- MentalRay
- Zbrush
- Mudbox
- 3dCoat
- Fusion
- Mari
- Nuke
- Photoshop
- Vicon Shogun/Blade
- OptiTrack ARENA
- Thinkbox Deadline
- Royal Render
- Shotgun
- Perforce
- SmartSVN
- Scrum