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Thomas Proux

Look Development, Lighting, Compositing

Driven by my passion for film, after receiving my education at Gnomon, I immersed myself in a variety of production environments across various studios such as, DreamWorks, BUCK, and Hogarth, where I refined my craft and embraced diverse workflows and styles using industry-standard software. My passion lies in Look Development, Lighting, and Compositing for VFX and Animation, where I blend artistic and technical skills to bring stories to life. I am a dedicated professional ready to contribute to captivating cinematic experiences with my expertise in merging artistry and technology.

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Experience

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Freelance 3D Generalist

BUCK, Los Angeles, CA.

  • Modeling, UVing, and Texturing of CG assets to use across the project.

  • Layout, Lighting, and Compositing of stylized scenes from concept to final.

  • Worked in collaboration with art directors to achieve visual consistency and meet technical standards

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Senior CGI Artist

Hogarth, Los Angeles, CA.

  • Lighting and compositing for Apple products for advertisement and prints.

  • Creating slap comps showcasing product lighting.

  • Developed and documented new workflows including light rig conversions and look development explorations.

  • Designed and implemented tools to automate look development work for lighting artists.

  • Supported other artists in the completion of their tasks.

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Freelance Look Development Artist

BUCK, Los Angeles, CA.

  • Modeling, Texturing, Lighting, and Compositing of stylized 3D miniature scenes.

  • Updated pre-existing scenes to match the provided concept art more.

  • Worked closely with the art directors to achieve a consistent look throughout the various scenes.

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Lighter/Compositor

DreamWorks Animation TV, Los Angeles, CA.

  • Created light rigs for sets/characters and lighting presets according to the show’s look with the supervisor’s feedback.

  • Created Nuke gizmos for characters/sets to address specific comp problems and new workflows.

  • Optimized render settings to keep within the render time budget while maintaining acceptable noise levels.

  • Performed shader updates and assisted with look development tasks when needed.

  • Developed the looks for new productions and ensured they stayed within budget.

  • Research and development of various tools, workflows, and optimizations for our pipeline.

  • Troubleshoot, a lot of troubleshooting.

May 2023 - June 2023

May 2024 - Present

May 2022 - April 2023

July 2023 - April 2024

Software

3D

Maya

Houdini

ZBrush
xGen
Yeti
Speedtree
Marvelous Designer

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Texturing

Mari

Substance Painter
Substance Designer

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Lighting

VRay

Renderman

Redshift

Unreal Engine

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Compositing

Nuke

After Effects

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Scripting

Python

MEL

Education

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Gnomon School of Visual Effects, Los Angeles, CA

Bachelor of Fine Arts in Digital Production, 3D Generalist - GPA: 4.019
 

Santa Monica College, Santa Monica, CA

Associate of Science, 2D Animation - GPA: 3.42

2019 - 2022

2016 - 2018

Awards

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