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	<title>James Atilano CG Artist</title>
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	<link>http://jamesatilano.com</link>
	<description>Personal Portfolio</description>
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		<title>2013 CG Reel</title>
		<link>http://jamesatilano.com/?p=913</link>
		<comments>http://jamesatilano.com/?p=913#comments</comments>
		<pubDate>Sun, 10 Mar 2013 00:29:51 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Broadcast Media]]></category>

		<guid isPermaLink="false">http://jamesatilano.com/?p=913</guid>
		<description><![CDATA[Here is a compilation of shots I worked on at Blur Studio this past year or so. I worked with a lot of talented people on the work shown here in several departments at Blur. I am a Scene assembler and Lead Environment Artist at Blur, So I was responsible for Environment Modeling, Lighting, Compositing [...]]]></description>
				<content:encoded><![CDATA[<p><iframe src="http://player.vimeo.com/video/61433910" width="500" height="281" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe></p>
<p>Here is a compilation of shots I worked on at Blur Studio this past year or so. I worked with a lot of talented people on the work shown here in several departments at Blur.</p>
<p>I am a Scene assembler and Lead Environment Artist at Blur, So I was responsible for Environment Modeling, Lighting, Compositing and in some cases Look Development for the work shown here. Big props to the CG Sups and Directors that led me through the process and provided guidance along the way. Special thanks to all the Blurians I worked with this year. I&#8217;ve learned so much from my coworkers and its been nothing but fun!</p>
<p>Check out the project based blog posts on my website to see how I contributed to the work shown on this reel.</p>
<p>Thanks to Blur Studio for being Awesome.</p>
<p>www.blur.com</p>
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		<item>
		<title>Elder Scrolls Alliances Cinematic</title>
		<link>http://jamesatilano.com/?p=870</link>
		<comments>http://jamesatilano.com/?p=870#comments</comments>
		<pubDate>Tue, 22 Jan 2013 20:26:10 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Broadcast Media]]></category>

		<guid isPermaLink="false">http://jamesatilano.com/?p=870</guid>
		<description><![CDATA[Here are some animation frames from shots I completed at Blur in August 2012 for the Elder Scrolls Alliances Game Cinematic. WATCH IT HERE: https://www.youtube.com/watch?v=0jNT5cMwxw0 Environment Modeling This was a fun environment to model. Because it was meant to be &#8220;post&#8221; battle, After creating the clean version of the environment I spent some time destroying it using a combination [...]]]></description>
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<p>Here are some animation frames from shots I completed at <strong>Blur</strong> in August 2012 for the <strong>Elder Scrolls Alliances Game Cinematic.</strong></p>
<p><strong>WATCH IT HERE: <a href="https://www.youtube.com/watch?v=0jNT5cMwxw0">https://www.youtube.com/watch?v=0jNT5cMwxw0</a></strong></p>
<p><strong>Environment Modeling</strong></p>
<p>This was a fun environment to model. Because it was meant to be &#8220;post&#8221; battle, After creating the clean version of the environment I spent some time destroying it using a combination of ray fire and zbrush.</p>
<p><strong>Look development</strong></p>
<p>As one of four Environment leads on the show, I was able to work under the direction of CG supervisor Jed Denjean and Director Dave Wilson to create the post battle mood for the shots in my environment. I used several FumeFX grids to create the smokey atmosphere. Master Lighting setup and Final Color grading was done by CG Supervisor Jed Denjean.</p>
<p><strong>Lighting, Compositing, and Scene Assembly</strong></p>
<p>Once all of the assets from the other departments at Blur were approved (Characters, Animation and FX assets) I assembled the shots, implemented client notes, rendered and composited the shots I was assigned for the Show.</p>
<p><strong>Tools and Team</strong></p>
<p>Working with Dave and Jed on this show was awesome and I&#8217;m proud to have been part of it . I used 3dsMax, Zbrush, Rayfire, Vray, Fusion, Photoshop, Gen Arts Sapphire….</p>
<p><a href="http://www.blur.com/">www.blur.com</a></p>
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		<title>Halo 4 Game Cinematic</title>
		<link>http://jamesatilano.com/?p=859</link>
		<comments>http://jamesatilano.com/?p=859#comments</comments>
		<pubDate>Wed, 16 Jan 2013 20:31:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Broadcast Media]]></category>

		<guid isPermaLink="false">http://jamesatilano.com/?p=859</guid>
		<description><![CDATA[Here are some animation frames from shots I completed at Blur in September 2012 for the Halo 4  Game Cinematic. WATCH IT HERE:  https://www.youtube.com/watch?v=-kg3yxNsSzk Environment Modeling Starting from an environment originally created by Peter Wildman, I teamed up with Greg Kegel to complete the Didact environment used in the cinematic. Look development The goal was to mask the [...]]]></description>
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<p>Here are some animation frames from shots I completed at <strong>Blur</strong> in September 2012 for the <strong>Halo 4  Game Cinematic.</strong></p>
<p><strong>WATCH IT HERE:  <a href="https://www.youtube.com/watch?v=-kg3yxNsSzk">https://www.youtube.com/watch?v=-kg3yxNsSzk</a></strong></p>
<p><strong>Environment Modeling</strong></p>
<p>Starting from an environment originally created by Peter Wildman, I teamed up with Greg Kegel to complete the Didact environment used in the cinematic.</p>
<p><strong>Look development</strong></p>
<p>The goal was to mask the identity of the villain character in these shots while still maintaining a clear view at the Master Chief character. After receiving input from Director Tim Miller and CG Supervisor Kevin Margo, Greg and I designed a lighting scheme that would work with the FX created by Brandon Riza to achieve the intended direction.</p>
<p><strong>Lighting, Compositing, and Scene Assembly</strong></p>
<p>Once all of the assets from the other departments at Blur were approved (Characters, Animation and FX assets) I assembled the shots, implemented client notes, rendered and composited the shots I was assigned for the Show.</p>
<p><strong>Tools and Team</strong></p>
<p>Collaborating with talented people makes the Job fun. Thanks to Tim, Kevin, Greg, and Brandon. I used 3dsMax, Vray, Fusion, Photoshop, Gen Arts Sapphire….</p>
<p><a href="http://www.blur.com/">www.blur.com</a></p>
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		<item>
		<title>Planet Side 2 Game Cinematic</title>
		<link>http://jamesatilano.com/?p=835</link>
		<comments>http://jamesatilano.com/?p=835#comments</comments>
		<pubDate>Wed, 03 Oct 2012 15:54:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Broadcast Media]]></category>

		<guid isPermaLink="false">http://jamesatilano.com/?p=835</guid>
		<description><![CDATA[&#160; Here are some animation frames from shots I completed at Blur in March 2012 for the Planet Side 2 Game Cinematic. WATCH IT HERE:        http://www.youtube.com/watch?v=41QFL4QB3NE Environment Modeling I created the environment for the drop pod interior vehicle. I used a combination of existing components and elements I modeled to create the interior of the ship . Mike Johnson [...]]]></description>
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<p>&nbsp;</p>
<p>Here are some animation frames from shots I completed at <strong>Blur</strong> in March 2012 for the <strong>Planet Side 2 Game Cinematic</strong>.</p>
<p><strong>WATCH IT HERE:        <a href="http://www.youtube.com/watch?v=41QFL4QB3NE">http://www.youtube.com/watch?v=41QFL4QB3NE</a></strong></p>
<p><strong>Environment Modeling</strong></p>
<p>I created the environment for the drop pod interior vehicle. I used a combination of existing components and elements I modeled to create the interior of the ship . Mike Johnson modeled the ships doors. I worked closely with the CG Supervisor, Corey Butler to create an environment that fit the art direction and story.</p>
<p><strong>Look development</strong></p>
<p>Look Development was starting by the CG sup, and I refined the lighting approach, render passes, compositing methods and color grading for the shots shown here as the show progressed. I also created several interactive lighting passes animated in fusion to create the chaotic lighting during the shots.</p>
<p><strong>Lighting, Compositing, and Scene Assembly</strong></p>
<p>Once all of the assets from the other departments at Blur were approved (Characters, Animation and FX assets) I assembled the shots, implemented client notes, rendered and composited the shots I was assigned for the Show. I also helped out on some other shots, but the images here I was most responsible for.</p>
<p><strong>Tools and Team</strong></p>
<p>CG Sup Corey Butler was awesome to work with. Clear direction and lots of  help along the way. I used 3dsMax, Vray, Fusion, Photoshop, Gen Arts Sapphire&#8230;.</p>
<p><a href="http://www.planetside2.com/">http://www.planetside2.com/</a></p>
<p><a href="http://www.blur.com/">www.blur.com</a></p>
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		<title>Far Cry 3 Game Cinematic</title>
		<link>http://jamesatilano.com/?p=821</link>
		<comments>http://jamesatilano.com/?p=821#comments</comments>
		<pubDate>Fri, 09 Mar 2012 17:15:38 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Broadcast Media]]></category>

		<guid isPermaLink="false">http://jamesatilano.com/?p=821</guid>
		<description><![CDATA[&#160; © 2011 Ubisoft Entertainment. All Rights Reserved. Far Cry, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. Based on Crytek’s original Far Cry directed by Cevat Yerli. Here are some animation frames from shots I completed at Blur in February 2012 for the Far Cry 3 [...]]]></description>
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<p>&nbsp;</p>
<p id="legal_line">© 2011 Ubisoft Entertainment. All Rights Reserved. Far Cry, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. Based on Crytek’s original Far Cry directed by Cevat Yerli.</p>
<p>Here are some animation frames from shots I completed at <strong>Blur</strong> in February 2012 for the <strong>Far Cry 3 Game Cinematic</strong>.</p>
<p><strong>WATCH IT HERE:        </strong> <a href="http://www.youtube.com/watch?v=J6gnOVJsCsM">http://www.youtube.com/watch?v=J6gnOVJsCsM</a></p>
<p><strong>Environment Modeling</strong></p>
<p>I created the environments for the gun shack and the village which were used in 10 shots in the cinematic. I used a combination of existing components and elements I modeled to create shacks, furniture and debris scattered around the village. I used the landscape palette provided by the shows CG lead, Greg Keggel, to populate my village and mountain backgrounds. I worked closely with the CG Supervisor, Heikki Antilla to create environments that fit the art direction and story.</p>
<p><strong>Look development</strong></p>
<p>I was fortunate enough to be involved in the look development process for my shots as well. Working under the direction of the CG sup, I was able to define my lighting approach, render passes, compositing methods and color grading for the shots shown here.</p>
<p><strong>Lighting, Compositing, and Scene Assembly</strong></p>
<p>Once all of the assets from the other departments at Blur were approved (Characters, Animation and FX assets) I assembled the shots, implemented client notes, rendered and composited the 8 shots I was assigned for the Show. I also helped out on some other shots, but the images here I was most responsible for.</p>
<p><strong>Tools and Team</strong></p>
<p>Heikki and Greg were really instrumental in helping me find my way on my first Show at <strong>Blur</strong>. Thanks Dudes!!! I was glad to work in company with such a huge Talent Pool. I used 3dsMax, Vray, Fusion, Photoshop, Gen Arts Sapphire, Forest Pack Pro and lots of other stuff in my workflow.</p>
<p><a href="http://far-cry.ubi.com/far-cry-3/en-us/home/index.aspx">http://far-cry.ubi.com/far-cry-3/en-us/home/index.aspx</a></p>
<p><a href="http://www.blur.com/">www.blur.com</a></p>
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		<title>UFC on FOX</title>
		<link>http://jamesatilano.com/?p=809</link>
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		<pubDate>Tue, 28 Feb 2012 17:03:52 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Broadcast Media]]></category>

		<guid isPermaLink="false">http://jamesatilano.com/?p=809</guid>
		<description><![CDATA[Scene Assembly, Lighting, Compositing Here are some animation frames from shots I completed at Blur in January 2012 for the UFC on FOX titles. I was responsible for assembling and rendering characters, props, environments and atmospheric FX assets created by the other departments at Blur. I started from a great look development master file created by [...]]]></description>
				<content:encoded><![CDATA[
<a href="http://jamesatilano.com/wp-content/gallery/fox_ufc/sc001_s0018-00_fox_0233.jpg" title="" class="shutterset_singlepic112" >
	<img class="ngg-singlepic" src="http://jamesatilano.com/wp-content/gallery/cache/112__620x348_sc001_s0018-00_fox_0233.jpg" alt="sc001_s0018-00_fox_0233" title="sc001_s0018-00_fox_0233" />
</a>


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	<img class="ngg-singlepic" src="http://jamesatilano.com/wp-content/gallery/cache/113__620x348_sc001_s0019-00_fox_0258.jpg" alt="sc001_s0019-00_fox_0258" title="sc001_s0019-00_fox_0258" />
</a>

<p><strong>Scene Assembly, Lighting, Compositing</strong></p>
<p>Here are some animation frames from shots I completed at <strong>Blur</strong> in January 2012 for the <strong>UFC</strong> on <strong>FOX</strong> titles. I was responsible for assembling and rendering characters, props, environments and atmospheric FX assets created by the other departments at Blur.</p>
<p>I started from a great look development master file created by the CG supervisor, which contained all of the environment assets, master lighting and a master fusion comp. I made final lighting and some minor shader adjustments on the “Logo” shots. I implemented client notes, rendered and composited 8 shots for the Show.</p>
<p><a href="http://www.blur.com/">www.blur.com</a></p>
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		<title>Wood Concept</title>
		<link>http://jamesatilano.com/?p=710</link>
		<comments>http://jamesatilano.com/?p=710#comments</comments>
		<pubDate>Tue, 04 Oct 2011 17:58:33 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Visualization Projects]]></category>

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		<description><![CDATA[Here are some concept frames I produced for an animation project. I wanted to tell the story of a development project thru the use of a practical photo studio and handmade wood models photographed in the stop motion style. I drew some outlines of trees and buildings and create 3d models from them to give [...]]]></description>
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<p>Here are some concept frames I produced for an animation project. I wanted to tell the story of a development project thru the use of a practical photo studio and handmade wood models photographed in the stop motion style. I drew some outlines of trees and buildings and create 3d models from them to give the messy feel. Modeled in 3dsMax and rendered with Vray.</p>
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		<title>Uncle Bens Office</title>
		<link>http://jamesatilano.com/?p=649</link>
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		<pubDate>Tue, 20 Sep 2011 18:29:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Broadcast Media]]></category>

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		<description><![CDATA[Here’s a progress frame of a set that Austin and I completed for Hornet Studios back in June, 2011. This was an office set that was used on another 30 second spot for Uncle Bens Ready Rice. Unlike the previous Uncle Bens post, the render shown reflects our work without any changes from Hornet. I [...]]]></description>
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<p>Here’s a progress frame of a set that Austin and I completed for Hornet Studios back in June, 2011. This was an office set that was used on another 30 second spot for Uncle Bens Ready Rice. Unlike the previous Uncle Bens post, the render shown reflects our work without any changes from Hornet. I was responsible for textures, shaders and lighting and Austin did all of the modeling. We worked in Maya and rendered with Vray.</p>
<p><a href="http://www.hornetinc.com">www.hornetinc.com</a></p>
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		<title>Interior Virtual Tour</title>
		<link>http://jamesatilano.com/?p=639</link>
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		<pubDate>Tue, 26 Jul 2011 03:36:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Visualization Projects]]></category>

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		<description><![CDATA[I was recently tasked with updating Focus360’s residential home virtual tour lighting rig to achieve a more photo-realistic result. Here are a few images from the model I used as the prototype. I designed room schemes using content from both existing models from our library as well as some custom props I modeled and textured. [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://jamesatilano.com/?attachment_id=793" rel="attachment wp-att-793"><img class="aligncenter size-full wp-image-793" title="JA_Unit_Tour2_thumbs" src="http://jamesatilano.com/wp-content/uploads/2012/01/JA_Unit_Tour2_thumbs.jpg" alt="" width="589" height="344" /></a></p>

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<p>I was recently tasked with updating Focus360’s residential home virtual tour lighting rig to achieve a more photo-realistic result. Here are a few images from the model I used as the prototype. I designed room schemes using content from both existing models from our library as well as some custom props I modeled and textured. I also created a “Backyard Set” for what we see out the windows. I decided to go with 3d geometry for the set for added realism. After I finished these images, I packed up all of the elements necessary to recreate this result and created some instruction documents for the team to implement on future jobs.</p>
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		<title>Atruim Design Review</title>
		<link>http://jamesatilano.com/?p=625</link>
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		<pubDate>Tue, 26 Jul 2011 03:12:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Visualization Projects]]></category>

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		<description><![CDATA[ Here are a few renderings I created at Focus360 in February 2011. I had approximately 3 days to execute camera setup, lighting, shaders and post using models from an outsource team. This was a quick project, but for the time I spent I was happy with the result. I used 3DS Max and Vray. I [...]]]></description>
				<content:encoded><![CDATA[<p><a href="http://jamesatilano.com/?attachment_id=794" rel="attachment wp-att-794"><img class="aligncenter size-full wp-image-794" title="JA_WM_Atrium_thumbs" src="http://jamesatilano.com/wp-content/uploads/2012/01/JA_WM_Atrium_thumbs.jpg" alt="" width="589" height="225" /></a></p>

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<p> Here are a few renderings I created at Focus360 in February 2011. I had approximately 3 days to execute camera setup, lighting, shaders and post using models from an outsource team. This was a quick project, but for the time I spent I was happy with the result. I used 3DS Max and Vray. I ended up using vray sun and sky with a vraycomptex with an hdr to add some clouds to the sky. I also used exposure and in camera depth of field.</p>
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