ORLANDO UTRERA VFX ARTIST

Software agnostic CG generalist. Scripts and blueprints developer.

VISUAL EFFECTS

DCC - SIMULATION

I have experience working with a wide range of industry tools and technologies. I work with leading modeling, rigging, and animation software, including Maya, Cinema 4D, and Blender. Additionally, I use Houdini as my primary tool for simulations and mocapture cleanup, which allows me to offer a wide variety of creative solutions for any project.

LOOK-DEV

For set dressing and look development, I use Houdini along with other tools such as Clarisse with USD and Alembic workflow. This allows me to create complex environments and scenes with a high level of detail and realism. For rendering, I rely on high-quality rendering engines such as Arnold, Redshift, and Octane.

COMPOSITING

Regarding compositing, I follow the ACES standard, both in Nuke/Fusion and render engines. Additionally, I have experience using Syntheyes camera tracking software and Render Farms services such as Deadline/AWS to ensure project delivery on time.

REAL-TIME

SET DRESSING & DESIGN

I have 5 years of experience integrating VFX knowledge into Unreal Engine, creating photorealistic assets with photogrammetry using Metashape and Reality Capture, and Substance Painter to optimize scenes for both disguise XR and NDisplay. With the inclusion of Lumen and Nanite, Unreal has become an extremely powerful tool, allowing me to adapt my workflow for traditional VFX using Houdini Engine and Zbrush.

SCRIPTING

I've been working for 4 years focused in CG development, currently working with Python for automation and plugins in Unreal Engine, along with the use of blueprints I get to integrate protocols such as: DMX, MIDI, OSC. Creating triggers and controllers in real time as well as the control of lights and props.

PIPELINES

I was part of the first team to develop the XR pipelines in Unreal working with the Stype camera system and DisguiseXR servers. We included Arnet and DMX technology adapting real lights to the Unreal engine and synchronizing them with the physics on stage, creating animations triggered with the DMX console. We also use Notch with the same tools to make music Live Performance.