LIFE and TIME
Bureau for Paranormal Research and Defence
case 420-70982
FINGERPRINTS
RIGHT THUMB
RIGHT INDEX
Name:
Eder Carfagnini
Height
5ft 11in (180cm)
Age:
34
Weight:
168 lbs (76 kg)
Living in:
Rome, Italy
Hair Color:
Brown
Country of Origin:
Italy
Eye Color
Brown
Planet of Origin:
Earth
Scars or Marks:
Awful roman nose
Born on planet Mars, .......... fd..  ago, Eder wanted to be a paleontologist, but when he discovered that there were no dinosaurs in Italy, disappointed, he chose the only job that would allow him to recreate the terrible lizards: the genetist! So, he is been working as 3d artist since 2009. He is specialized in character modeling and has teamwork and team coordination experience. He also shows interest in writing, photograpy and expecially cinema. He published a science fiction novel in 2006, for the Italian market. In this very moment, he is working as a freelance, and he hopes his job can take him around the world, searching for good projects and dinosaurs!
Earth
3d modeler
WORK EXPERIENCES
Experiences
Map
BIRTH
SEP 1982
MNEMONIA
OCT 2002 / JUL 2003
graphic and web designer
ALAKE
JUL 2006
sci-fi novel
NON SOLO CARTOONS
OCT 2009 / NOV 2009
texture artist
END OF LINE
Legend
BLUE LINE: 3D ARTIST CAREER
YELLOW LINE: WRITER CAREER
RED LINE: TEACHER CAREER
GREEN LINE: GRAPHIC DESIGNER CAREER
TEMPORARY SUSPENDED
DESCRIPTION
company: MNEMONIA
period: From October 2002 to July 2003
location: Rome, Italy
role: Graphic and Web Designer
I worked for ten months, part-time, in a mnemonic techniques company and I took care of their former website and all their packaging design.
title: ALAKE
realise date: July 2006
format: Sci-Fi Novel
I published a sci-fi novel, called "Alake", for the Italian market, published by Costlan, from Milan, Italy. It talks about aliens, Egypt and the Orion belt.
company: NON SOLO CARTOONS
period: From October 2009 to November 2009
location: Formello, Italy
role: Texture Artist
This was my first job as a 3d artist. I worked two months as texture artist for an animated feature film called "Orlando". Unfortunately, the production was stopped and never started again, due to financial reasons.
company: DIRECT TO BRAIN
period: From December 2009 to August 2013
location: Latina and Rome, Italy
role: 3d modeler and texture artist
The day after the closure of Non Solo Cartoons, I began my long adventure in Direct 2 Brain. I started as 3d modeler and texture artist and I worked at more than 50 commercials and few movies.
company: DIRECT TO BRAIN
period: From September 2013 to March 2016
location: Rome, Italy
role: VFX Supervisor
After three years in Direct 2 Brain, I've been promoted to vfx supervisor. For the following three years, I boosted my experience supervising many projects, especially commercials with character animation. I left a good team and some close friend.
company: UNIDEA
period: From April 2016 to July 2016
location: Rome, Italy
role: VFX Supervisor
After six years in Direct 2 Brain, I decided to take a break, but first I worked three months to a documentary tv series about art, painting and architecture, as vfx supervisor.
company: ANIMATIKA
period: July 2012
location: Rome, Italy
role: Zbrush Teacher
This is my first zbrush class: a 12 hours Zbrush basic course. I have enjoyed this new experience and I took benefit from it. I hope my students enjoyed it too.
company: ANIMATIKA
period: July 2013
location: Rome, Italy
role: Zbrush Teacher
A year after my first zbrush class I reapeted the Zbrush basic class, this time 3 hours longer.
NO DATA SELECTED
DIRECT 2 BRAIN
DEC 2009 / AUG 2013
3d modeler
ANIMATIKA
JUL 2012
12 hours zbrush class
ANIMATIKA
JUL 2013
15 hours zbrush class

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DIRECT 2 BRAIN
SEP 2013 / MAR 2016
vfx supervisor
FREELANCE
TODAY
UNIDEA
APR 2016 / JUL 2016
vfx supervisor
SKILLS
SKILLS
Character Modeling
Sculpting
Hard Surface Modeling
Texturing
Grooming
Uv Mapping
Retopology
Composition
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This is boring, but someone must do it.
The retopology is quite boring, but doing it, I improved my knowledge about topology, and this helps me to do good geometry during modeling.
My first job as a 3D artist in 2009 was as texture artist. I am confident with realistic / photographic textures, but I do a little effort with hand-painted textures.
Although I prefer character modeling, I frequently model hard surfaces. I have no problem with them, but I am a little slower than with organic modeling.
Character modeling is my best skill. For work I've modeled mainly cartoon characters, but I love modeling any kind of character: humans, animals, creatures, etc.
For me, sculpting is the most fun part of my job, because allows me to "forget" about more technical aspects... until retopology. Unfortunately so far I had only few chances to use it in production.
I made several hair and fur for work and for fun. So far, I've always used the C4D hair module.
I'm very meticulous about frame composition and it is one of my favourite parts when I make an image or a video. I love how with just the right composition you can convey the meaning and the mood of a scene.
SOFTWARE
Cinema 4D
Zbrush
Photoshop
Mudbox
Maya
3D Studio Max
Unfold 3D
Topogun
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Cinema 4D is the first 3d software I've ever used, and still today it's my main application. I think it is a very smart software and I love its speed and its customization. I often use it with V-Ray as render engine.
I really love Zbrush, it's been the first software that made me feel free. I also enjoy Mudbox, 3d Coat and some other, but Zbrush remains the best, in my opinion.
As a 3d artist I use Photoshop every day, for textures, matte painting, retouches and color corrections
Mudbox was my first Zbrush alternative. I used it mainly for texturing, but, at the moment, I am more interested in software like Substance Painter, Mari or 3d Coat.
It happens sometimes that I have to use Maya or 3d Studio Max in some pipelines. I have no problem modeling in these software, but I have never used them for lighting and rendering.
It happens sometimes that I have to use Maya or 3d Studio Max in some pipelines. I have no problem modeling in these software, but I have never used them for lighting and rendering.
Aided by the fact that I hate the C4D uv editor, I've always used an external software for uv management. First I used Roadkill, then I found Unfold 3d and it became my current favourite uv editor software.
I simply like Topogun. It seems to me more intuitive than Zbrush or 3d Coat retopology modules, for example.
STATS
XP:AVERAGE
AWARDS and MENTIONS
Awards and Mentions
3D Total
Excellence Award (x2)
CG ARENA
EXCELLENCE AWARD
(x5)
MAXON GALLERY
(x1)
3D TOTAL (x2)
3D TOTAL (x2)
Threedy - Golden Eye Award (x1)
CG Channel - Editor's Pick (x1)
C4D Es - Image of the Week (x4)
PRESS
CONTACT
To contact me please fill the form on the right and send me a message.

You can also use my e-mail: eder.carfagnini@gmail.com
Your message has been delivered. I'll answer as soon as I can. Until then, so long and thanks for all the fish.
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