Software

Arnold

Arnold is the renderer I have used most for look development, from film and series assets to key art and commercial work. I like it for its predictability. When an asset looks right under a physically plausible setup in Arnold, it tends to hold up in the shot, which lets me make material decisions with confidence early in the process. As an Asset Artist, I use it to develop the look of hard surface props, characters, crowd assets, vegetation and environments, testing each one under lighting close to the final shots rather than only in a studio turntable. On promotional work, I have lit and rendered CG elements in Maya and Arnold for key art, where a single image has to carry the identity of a series. On game assets, I used it for look development and lighting of stylized pieces that had to match an established world. Arnold also fits naturally into a pipeline that moves between Maya, Houdini and Substance 3D Painter, which is how I work on most productions. I value a renderer that stays out of the way and lets the work speak, and that is exactly what Arnold does for me

Arnold: 19 professional productions at 9 studios, including “Fast X”, “Thor: Love and Thunder”, “Moon Knight - Season 1” and “Klara and the Sun”

Productions
19
Studios
9
Period
2020-2026

Productions

  1. 2026

  2. 2026

  3. 2025

  4. 2025

  5. 2025

  6. 2024

  7. 2024

  8. 2024

  9. 2024

  10. 2024

  11. 2024

  12. 2023

  13. 2022

  14. 2022

  15. 2026

  16. 2025

  17. 2024

  18. 2023

  19. 2020

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