Chris Fairbanks
Chris Fairbanks
Lighting Artist & Environment Artist
Fort Worth, TX, United States

About

Experienced in building and lighting photo-realistic environments for video games, entertainment software, and architectural visualization.

Skills

3D ModelingGame DevelopmentWorld BuildingEnvironment DesignEnvironment ModelingProp DesignProp ModelingLightingDigital SculptingHigh-poly ModelingLow-poly ModelingTexture BakingHard Surface ModelingRetopologyPhysically Based RenderingArchitectural Visualization3D VisualizationLook DevelopmentPhotographyPhoto-manipulationVideo Editing

Software proficiency

3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Unreal Engine
Unreal Engine
World Creator
World Creator
Substance Painter
Substance Painter
V-Ray
V-Ray
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop
Premiere
Premiere
DaVinci Resolve
DaVinci Resolve

Productions

  • Lmlogo whiteseafoam vertical a
    • Video Game
      Luminant Music
    • Year
      2018
    • Role
      Environment Artist, Lighting Artist, Prop Artist, Texture Artist
    • Company
      Cybernetic Entertainment
  • The darkened sea mash1
    • Video Game
      EverQuest: The Darkened Sea
    • Year
      2014
    • Role
      Environment Artist, Prop Artist, Texture Artist
    • Company
      Sony Online Entertainment

Experience

  • CGI Artist at Dal-Tile Corporation
    Dallas, TX
    October 2020 - Present

    Model, texture, light, and render photo-realistic scenes showcasing flagship tile for clients such as Costco, Home Depot, Lowe's, and Wayfair.

    Establish and implement hardware, software, technology, and pipeline standards for the CGI Department.

  • Lighting Artist & Environment Artist at Cybernetic Entertainment
    Dallas, TX, United States of America
    September 2018 - July 2020

    Designed, modeled, optimized, textured, and lit photo-realistic environments for Luminant Robots and Luminant Music software packages.

    Established environment art pipeline standards for the Art Department.

    Ensured standards for texel density, lightmap optimization, poly counts, texture resolution, LODs, lighting, modular assets, tileable textures, and overall world building were implemented and maintained.

    Managed balance between baked lighting and dynamic lighting, maximizing photo-realism while maintaining high performance for desktop and mobile.

    Modeled, optimized, unwrapped, baked, and textured props.

  • Senior Visualizer at DESIGN Duncan Miller Ullman
    Dallas, TX, United States of America
    April 2018 - August 2018

    Modeled, textured, lit, and rendered scenes of hotel spaces for Disney, Hotel ZaZa, Hyatt, Marriott, St. Regis, and Wingate.

    Referenced AutoCAD floor plans and imported them into SketchUp before building out the rest of each architectural scene.

    Collaborated with interior designers, followed design documents, referenced floor plans, and followed material schedules to ensure their vision and the client’s vision were accurately represented in 3D.

    Modeled, unwrapped, and textured furniture and home décor.

  • CGI Production Artist at Harper House
    Dallas, TX, United States of America
    April 2016 - March 2018

    Modeled, textured, lit, and rendered products and architectural scenes for Big Chill, Capital Lighting, Colour & Design, Daltile, Dell, Duralee, Fabricut, Marazzi, Tri-Kes, Wolf-Gordon, and more.

    Modeled, unwrapped, textured, lit, and rendered furniture, appliances, and home décor.

    Referenced CAD models then textured, lit, animated, and rendered marketing videos of cell phones and consumer electronics.

    Evaluated, tested, quoted, and built new workstations for the CGI Department.

  • Visualization Specialist & Systems Coordinator (Contract) at Faulkner Design Group
    Dallas, TX, United States of America
    June 2015 - October 2015

    Used 3ds Max to fix, rebuild, and optimize Revit scenes for Unreal Engine.

    Lit and rendered photo-realistic stills of architectural scenes.

    Built virtual reality demonstrations of hotel spaces.

  • 3D Artist (Intern) at Sony Online Entertainment
    San Diego, CA, United States of America
    October 2014 - December 2014

    Separated environments from EverQuest: The Darkened Sea expansion pack into individual assets and prepared them to be sold on the EverQuest marketplace.

    Converted open-face assets to water-tight, fixed their UVs, and corrected any other existing errors.

    Modeled and textured lanterns, robes, and banners for a future expansion pack.