Pete Zoppi



Pete is currently a Character Art Specialist at Treyarch Studios where he has worked for over 10 years on the Call of Duty: Black Ops franchise.  He has experience in both the gaming and VFX industries and has a deep understanding of both pipelines.  Pete has extensive artistic and technical knowledge that allows him to interface with different departments to not only drive visual quality, but also design tools and systems for efficient art production.  He graduated from Gnomon in 2005 and has worked in Los Angeles ever since.  Pete is also passionate about educating others.  He has worked with Gnomon on masterclasses and instructional content as well as creating and teaching courses for CGMA.  He also mentors artists through the Mentor Coalition.  Over the past 15 years Pete has honed his skills with Maya, Mudbox, Zbrush, Substance Painter, Marmoset, VRay and Arnold.



Concept artist vs character artist.
Explore the different roles of a character artist & how to find your path through the challenges. Look at the steps Pete Zoppi uses to overcome hurdles and progress in the every changing milieu of creating characters for screen. My views on work ethic, productivity, self doubt & the struggles that exist being an artist today.


Working through one of Pete’s most recent projects this demo will take you through his workflow processes that keep things running smoothly. He will include the sculpting of a head – discussing references and how to apply them to the sculpt, adding his process for using TexturingXYZ for fine skin detailing, and a demonstration of displacement maps and how to render them in Arnold and Maya. He will demo how he sets up skin shaders and what maps to plugin and how to control shader. He will show us how he creates interesting lighting crea,tes realistic eyeballs and hair grooming techniques with XGen for Maya.