by Project X at Cogswell College
I worked as the Lighting Lead on the school production 'Chiaroscuro'. My position as Lighting Lead meant I had to delegate work to my peers as well as ensure the final product was up to my director's expectations.
I was also in charge of improving camera angles and movements, shader application, and rendering. While I did not create the final shaders used, I did help with their development, and added the lighting to every scene with the exception of the library and the end scene. We used Arnold aistandardsurface shaders and Arnold lights exclusively within the short.
Programs used: Maya (2017), Arnold for Maya, Smedge, NukeX.
Scene given as an assignment at Cogswell College
In the Lighting and Layout classes at Cogswell, we were given multiple scenes which we had to texture, light, and render. One of those scenes was "King's Treasure" as seen here. This is my updated version after months of tweaking shaders and creating a video transition of the layers like this.
Additional frames and close-up renders before the edited final can be seen above!
Programs used: Maya (2018), Fusion 9, HitFilm Express.
DESIGN & ILLUSTRATION
Andi Stolzman, simply put, is a creator. She recently graduated from Cogswell Polytechnical College with a Bachelors of Arts in Digital Arts and Animation, concentrating on Technical Art. She has worked both individually and with a team on projects, including producing a short for Cogswell's Project X which she was the Lead regarding lighting, camera, and rendering. She also dabbles on the 3D effects side with particle effects, fluid dynamics, and nCloth. Additionally, Andi began practicing photography in 2010 with a Canon Powershot, but her first mentored classes were in darkroom (traditional) photography. She also creates vector images in Adobe Illustrator for her vinyl decal business, Push To Start Design, and accepts contract work for small businesses in need of designed flyers or certificates.
photo by alex oh
FIND ANDI ON SOCIAL MEDIA
Autodesk Maya 2013+
Arnold for Maya 2017+ lighting, texturing, creating shaders, and rendering
Maya VRay 2016+ lighting, texturing, creating shaders, and rendering
Fusion 9 2019+
HitFilm Express 2019+
Adobe Photoshop CC 2015+
Adobe Photoshop CS5 2016+
Adobe Photoshop Elements 5-13
Adobe Illustrator CS6 2019+
Basic Python and C++ (OOP) knowledge
2 years darkroom photography
Digital photography 2010+
O'Reilly You R.O.C.K. Award (#2 Retail Sales for August 2019, September 2019, March 2020)
Photography Honorable Mention ribbon (2013)
Photography Judges Choice ribbon (2013)
COGSWELL POLYTECHNICAL COLLEGE, San Jose - B.A. Digital Arts and Animation, Technical Art concentration
September 2014 - May 2018
SKILLS & PROGRAM KNOWLEDGE
REVLIMITER.NET - intern (Nov - Dec 2019)
Assisted with production & development of custom car accessories, including using a laser cutter, Adobe Illustrator, an industrial sticker printer (Roland), and wire cutters and strippers for custom wiring harnesses. Also packed and shipped orders.
PUSH TO START DESIGN - owner (Oct 2017 - present)
Custom designs and vinyl decals/button pins created using Adobe Illustrator, Adobe Photoshop CS5, and Sure Cuts A Lot 3 Pro. Products are created using a US Cutter vinyl plotter and Button Boy pin machine.
ONGRID - designer/flyer creator (Jul 2018 - Mar 2019)
Created the flyers for events hosted by OnGrid as well as certificate papers for competitions hosted by the organization using Adobe Illustrator and Adobe Photoshop.
SideFX HOUDINI BOOTH at Game Development Conference - volunteer (Mar 2018)
Volunteered at the SideFX booth at GDC 2018 in San Francisco. Assisted with the handing out of free swag and the use of the VR test game made in Houdini.
PROJECT X - lighting/texturing lead (May 2017 - Jan 2018)
In charge of the texture/shader and lighting team, worked with Autodesk Maya 2017 and Arnold shaders to develop a short film as well as NukeX to composite and Smedge for batch rendering. Also contributed to small bits of animation and modeling within the short, and composed most of the camera angles. Focused mainly on shaders and character lighting.
CLOCKWORK ALCHEMY - logistics (May 2015, May 2016, May 2017, Mar 2018, Mar 2019)
Part of the set-up and take-down team for the convention. Simply a grunt. Also helped redesign the CA clock face for 2018+ and build props.