Friday, 22 October 2010
Saturday, 2 October 2010
Wednesday, 30 June 2010
Tuesday, 29 June 2010
Wednesday, 19 May 2010
MY DEMOREEL
Tuesday, 5 January 2010
Monday, 14 December 2009
Sunday, 6 December 2009
material study
Sunday, 29 November 2009
Sunday, 18 October 2009
Da Jammies
Saturday, 17 October 2009
My Resume
ATANU
atanusfx@gmail.com
atanusfx@gmail.com
Tel: +919051014666 (mobile)
+91-33-26518657(resi)
SUMMARY
Excelling in Creation and Research and development, contributing my skills along with a team of talented individuals within a great environment.
TECHNICAL SUMMARY
WORKING EXPERIENCE AND EXPERTISE IN THE FOLLOWING SOFTWARES
3D: Autodesk Maya, 3D Studio Max
2D: Adobe Photo Shop, Zbrush
COMPOSITING: Adobe After Effect, Autodesk Combustion, Eyeon’s FUSION
LIGHTING AND RENDERING SOFTWARES
V-RAY
FINAL RENDER
MENTAL RAY ( MAYA, MAX)
PIXAR RENDER MAN PRO SERVER
PIXAR RENDERMAN FOR MAYA
PROFESSIONAL EXPERIENCE
November ’ 2008 – Look & feel TD (consultant)(ongoing)
Client: Blowfishfx Ltd. (
Description: Wholly responsible for look & feel of various projects. My way of working is entirely different that traditional working which involves preparing thumbnail painting for lighters to understand the exact needs of a client. Then locking palettes for various moods. I teach lighting
August ’ 2008 – Technical Head (Lighting/Shading) (consultant)
Client: Pixion (
Description: Making master lighting for key locations and character lighting in 3d mythological feature. Taking care of technical needs which involved planning of automated utilities which eliminates various difficulties in production.
September’ 2007 – Technical Head (Lighting/Shading)
Client: FAT LIZARD ENTERTAINMENT (
Description: Converting 2D studio into a 3D studio by giving specific mental ray trainning to the existing stuff to meet the challenge of making a feature . Taking care of technical issues regarding shading & lighting.
www.visionanimation.net
December’ 2005 – Technical Head (Lighting/Shading)
Client: Maya Entertainment Ltd.
Description: I am responsible for creating lit environments and elements, including placing key lights, creating shadows for both live action integration and fully CG images, texture coordinate application (including fur application and perspective texture application), texture map painting, material property/shader specification, and composting (both as a means of lighting and the combining of scene elements). Led the implementation, testing, and integration in production of a practical subsurface scattering solution for skin.
Here I conduct several experiments on high quality images through the exploitation of parallelism on both multi processor machines and across network of machines( scan line algorithm and BSPs). Main challenge is to put user-settable parameters to achieve even higher performance than normally achieved by the built-in automatic scene cost analysis. Here we are working for different kinds of caustic such as multiple reflections /or multiple refraction, caused by self-reflection/refraction, volume caustics. Using this system we simulate any combination of diffuse, specular and glossy reflection and transmission like color bleeding caused by diffuse interreflections and volume scattering.
Composting
*** Composting is the main part in production. As a last phase of lighting process, I use Autodesk's Combustion and Adobe's After effects. After taking out several passes from 3D ( Diffuse, specular, ambient, direct light, indirect light, ambient occlusion, normal, coverage, UV passes), I composite on those softwares. After first pass of lighting, as a second pass of lighting can be done on composting by making incoming 2D pass as 3d pass. In the process, rotoscoping is done as per the requirements of projects. My last job would be a color-grading job to get the richness of a subject.
Texturing
In the process of lighting, I extensively care for texturing for exact look and contrast level difference to avoid unnecessary rendering issues such as over brighten color means unclamped color, shadow edging problems, low depth bump maps.
The projects I was involved in as follows
1) The Tale of Jack Frost
Produced by BBC Worldwide
2) The Rising (Mangal Pandey) - Movie directed by Ketan Mehta
Produced by kaleidoscope Pvt ltd.
4) Dextar
For Cartoon Networks,
5) Presently ongoing teleseries
produced by
.
July’2004 – Episodic Lighting /Shading & BG In-charge
Company: JADOOWORKS PVT LTD.
Description: I was on series made for kids. My job was to keep consistency over sequence & finally co-ordinate editor/compositors.
1.)Max and the Mechanics
Produced by Mike Young Productions
2.)
Produced by Wild Brain for Disney Playschool Channel
March’2003 -- June' 2004 - Lighting Lead
Company: PRANA STUDIO PVT LTD.
Description: Designing of lighting scheme at the early stage of production by simplifying the complexity of each shot, breaking out all junk shots into passes where rendering resources will be saved, helping compositors to understand the usage of different techniques to get the final look. Currently it includes mostly series; few of them already had been broadcasted on US TV on prime slot. Besides these series I have contributed in Game Cinematic based on war,
These are the following projects I was involved in
1) Junk Monkey
Produced by Blur
2) Dungeons and Dragons--- The temple of elemental evil
Produced by Troika Games, Atari Inc.
3) Nepo
Produced by Oriental land Co. @DreamWorks
4) Vegas rules
Produced by viccant Inc. @ Sony/ATV Music Publising
5) The Audobon Institute
Produced by Super78,
6) Jurassic Tour----- HiTachi
Produced by WARNER BROS
7) The cat in the hat
Produced by Vivendi universal games,
May’ 2002 - Feb’2003 Lighting & rendering Supervisor
Company:TATA ELXSI LTD
Project:Pilots
Client: Mike Young Productions,
Description: Planning of rendering process using MAYA. We had to create underwater scene where lighting was a major challenge. So we used Maya’s fluids resources to create water sequences for DIVE OLLY DIVE, produced by Mikeyoung Production. Another project called BACKYARDIGANS, about a dance sequence of three toy lives at backyards. The challenge was to make sunny & softy look for children’s that reasons we used different filters at various stages to give it an eye catchy look as well as softy feel.
Jan' 2000 – April' 2002 Senior lighting artist
Company: Til studios Ltd,a subsidiary of DSQ softwares
Project:
Monkey King
Client: Isthmus multimedia
Lion and Blue
Client: Pison Studios U.K
Mar’96 - Dec'99 – CG Trainee to senior lighting artist
PENTAFOUR SOFTWARE & EXPORTS LTD
Client: Griboullie (France), Stan lee media,
Description: I started my career from this studio. Mostly job was to model various 3d elements in SoftImage 3D for Excalibur movie.
Assisting other departments to run the production flow in texturing, lighting individual elements. I worked in following projects:
1) Sindbad beyond the veil of mist-- 3D animated film --produced By PSEL
2) Excalibur- it's a 3d movie
Produced by Griboullie (France)
3) JEANS- Movie, Produced by Solomon pictures. My role was in making individual elements mostly light matching stuffs for visual
effect shots.
DATE OF BIRTH:
24.02.1975
EDUCATION:
Certificate course in Photography
Diploma in Fine Arts,
Dip-in Multi-Media,
Professional training In SoftImage (SGI,
Higher Secondary(Science) from
CONTACT ADDRESS:
ATANU
C/o- Mr. Ranjit Kumar Roy
P-263/31, Benaras road,
PINCODE: 711101
West Bengal, India
ATANU ROY
EMAIL ADDRESS:
E-mail: atanu_sfx@hotmail.com,
Alternative: atanusfx@gmail.com
Tel: +919051014666
PASSPORT DETAILS:
Passport no: A7526687 Date of issue: 25.05.1999 Date of Expiry: 24.05.2009
Applied for renewal of passport.
Signature
Atanu Roy
Friday, 26 September 2008
North kolkata
Sunday, 11 November 2007
Saturday, 10 November 2007
living for future
Sunday, 13 May 2007
My favourite lighter
Thursday, 12 April 2007
Sunset
Snowy Forest
I would like to give a thanks to all the artists around the globe for giving me inspiration.