About me

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

CG Artist