
Framestore
Cmy.mahmoud@hotmail.com
CA
www.mahmoudgfx.com
https://www.facebook.com/MahmoudYGFX
https://www.linkedin.com/in/mahmoudgfx/
Mahmoud Ellithy
I have substantial experience working on Maya; I have 8+ years of production experience, especially with technical parts like rigging, scripting, rendering, and dynamics. I have an excellent knowledge of python and MEL.
Automation and scripted rigs help standardize the assets, speed up the process, and provide the flexibility to modify the assets and rebuild your rigs. Although this is the primary role in my current position at Framestore, I joined their auto-rig core development team, Creating tools to help the animation team using the rigs.
I was lucky to have the first show at Framestore as Disney's "Artemis Fowl"; it was many challenges and a lot of fun and experience.
Although I started with creating facial-rig systems called "FemtoRig" it has been used in production for more than four years and has been used by hundreds of users worldwide.
Also, a lookdev toolset and an environment scattering toolset are both created in python. Although I have taken C++ courses, however, I've yet to find the opportunity to implement my knowledge in my projects.
I have a solid understanding of the musculature and topology of both figure and facial anatomy. Also, I have good experience in complex vehicle rigging in Maya for film and TV broadcasts.
I have been responsible for the rigging and rendering workflow for a TV series for 3 seasons. I have created a python script to generate a procedural facial rigging joint based and used it for rigging more than 250 characters for the TV series and more than 80 characters for the "Kiral Sakir" Movie.
Always work closely with Modelers and Animators to develop and refine rigs to meet the specific pipeline requirements.
I'm self-motivated, I'm working hard to push my knowledge boundaries, and I do not accept less than 100% success.
Work Experience
Framestore2 years 9 months
Associate CG Supervisor
May 2021 - Present
Montreal, Quebec, Canada
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Framestore
Lead Rigging Technical director
July 2019 - May 2021 (1 year 11 months)
Montreal, Quebec, Canada
Working closely with the production and the supervision to prioritize and
dilate the shows and assign the tasks to the other
artists based on their skill. Developing and prototyping rigs and solutions to
accommodate the show's needs.
-Although I joined Framestore's auto-rig core development team, which give me
a chance to implement some advanced developments such as
BlendShapes delta registration module, which allows you to create yours to
use Maya shape editor to sculpt your shapes and register these deltas into an
external file so you can rebuild your scene very easily.
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Rigging technical director
September 2018 - July 2019 (11 months)
Montreal, Quebec, Canada
Mainly I`m creating a fully scripted rig using Python OOP for hyper-realistic
characters.
I developed from scratch a complete workflow for facial tracking.
-Starting with a facial tracking rig allows the trackers to have multiple layers of
control so they can start by the broad tracking, and then they can increase the
amount of the active controls to get much tighter tracks.
-Also, I developed a tool to allow them to work with the tracking rig more
efficiently the main features for this tool are
-converting the 2d tracking points to 3d locators using *allIntersections*
function in MfnMesh functions set.
-connect these 3d locators to the closest tracking control and shift the
controller influences pivot.
I build a tool that takes the tracked mesh as input and converted it to animation
curves on the face rig.
This tool analyzes the shapeNetwork for the facial rig and stores each shape
data like the area of influence the main direction of the shape, Then compare
it with the deformed mesh from the tracking rig and tries to achieve this shape
using the facial rig frame by frame and it gives very close results to the
tracking and the animators using it as starting point to their animation.
There were many challenges in that movie. The main ones ware the variety
and the complexity of the characters, character transformation, super abilities,
and must be animation-friendly at the same time. But it was much fun and
much experience also.
CairoCartoon
Computer Graphic Supervisor
December 2014 - September 2018 (3 years 10 months)
Egypt Cairo
Work closely with the directors to create the strategies and assess the
technical options and evaluate and create the production schedules.
Designing and implementing the technical, artistic pipeline, and workflow of a
production.
Creating Automation tools for the rigging and the rendering team.
Do the training for the juniors.
Identify areas of R&D required for the projects.
For texturing, I use Photoshop, Mudbox, substance painter, substance
designer
For regrinding, I use MentalRay Vray Solid angle Arnold
For composting, I use Nuke, aftereffect
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Grafi2000 Produksiyon
Computer Graphic Supervisor
February 2017 - March 2018 (1 year 2 months)
Istanbul, Turkey
I was the technical director for "kiral sakir" movie it will be in cinemas on 11th
May 2018
I was responsible for the workflow and the pipeline, from the characters
topology, rigging, work closely with the animators to create a robust rig
the system, also I was responsible for the lighting and optimizing the scenes
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Arab Gulf
Rendering Supervisor
April 2013 - November 2014 (1 year 8 months)
Egypt
Rending very complex scenes in Maya with vary
characters with hair, animals, crowds, melting objects , interiors, and jewelers
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Edugate
Art director
March 2010 - October 2014 (4 years 8 months)
Egypt
Illustrating and directing the art team, which is around 5 to 15 members
creating book covers and magazines layout
Imagine Publishing
Freelancer
April 2014 - July 2014 (4 months)
Creating tutorials in photoshop
El Nour Channel
Graphic head
March 2013 - December 2013 (10 months)
Graphics Designing, Animation, Branding for on-air and off-air.
Designing promos, creating animation for slot graphics, and all day to
day graphics requirements from producers or any other channel graphics
requirements.
Taking creative briefs from the group head and delivering them as per the channel
requirements and standards.
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Albaghdadia channel 3d artist
November 2008 - October 2010 (2 years)
Egypt
Graphics Designing, Animation, Branding for on-air and off-air.
Designing promos, creating animation for slot graphics, and all day-to-day graphics requirements from producers or any other channel graphics
requirements.