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Tim Catalano
Tim Catalano
(Gen)eralist - Lead Pipeline Developer
Colorado Springs, United States

Summary

Originally trained in technical drafting, over the last 20 years I have developed skills in many areas applying to 3D renderings including poly modeling, uvs, texturing and shading, compositing, and also programming in c++, .net , and scripting for various purposes from tools and addins to help with efficiency or to do things not realistically done manually to shader type programming enabling advanced effects in final output.

Skills

CompositingShading3D Animation3D ModelingLightingLow-poly ModelingUV MappingHigh-poly ModelingCADProgrammingScriptingPBR TexturingMaxscriptc++.net

Software proficiency

3ds Max
3ds Max
After Effects
After Effects
AutoCAD
AutoCAD
Blender
Blender
Houdini
Houdini
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
V-Ray
V-Ray
Arnold
Arnold
mental ray
mental ray
ART
ART
AdvArray
AdvArray

Reel

Experience

  • Lead Pipeline Engineer at Eyeline VFX (Formerly Scanline VFX)
    January 2018 - Present

    Lead multiple teams on various pipeline projects.

    Lead developer of the Next Generation Pipeline. Lead the efforts on the USD based shading and texturing pipeline using Houdini Solaris, Vray, Substance Painter, and Mari. Lead the efforts on the USD based Environments pipeline in Houdini Solaris, including Heightfield based Terrain, Scatter, Surfacing / Texturing, and Envirionment specific Assets.

    Lead developer of the VFX render pipeline in Unreal Engine originally for Midway and the Aquaman and the Lost Kingdom Lead developer of the VFX render pipeline in Unreal Engine originally for Midway and the Aquaman and the Lost Kingdom shows to enable faster turnaround rendering for Previs and final frame. Additionally assisted the Eyeline Virtual Production stage.

    Developed Xgen to Alembic hair and groom pipeline originally for Godzilla vs. Kong to ensure pixel perfect match's between Xgen and 3ds Max / Vray renders.

    Developed Texture Baking pipeline out of 3ds max and Vray originally for the Aquaman show to enable much more efficient rendering of extremly complex assets.

    Multiple other tools to assist in the production of various films as well as a number of facility tools in various DCCs and Multiple other tools to assist in the production of various films as well as a number of facility tools in various DCCs and Standalone applications.

    Assisted artist in tackling numerous complex and advanced production workflows and issues, some during high pressure delivery situations.

  • BIM Technology Manager at RK
    Denver
    March 2008 - December 2017

    3D modeling structure and architecture for coordination. Visualization for bidding or product demonstration including modeling, uv unwrapping, texturing, asset management, shading, lighting, animation, camera layout, rendering, compositing, audio, and final output compression. Manage custom build workstation hardware. Automation development including custom modifiers, shaders, web, and sql databases. Design custom structural components and generate shop fabrication and install drawings. Manage and support software and operating systems for large CAD/BIM department.