Christopher Armstrong Email & Phone Number
area 805
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Who is Christopher Armstrong? Overview
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Christopher Armstrong is listed as Company Owner at Flesh and Bone LLC, a with 3 employees, based in Los Angeles, California, United States. AeroLeads shows phone signal with area code 805 and a matched LinkedIn profile for Christopher Armstrong.
Christopher Armstrong previously worked as Co-Owner at Flesh And Bone Llc and Unreal 3D Designer at Futurecorp. Christopher Armstrong holds Illustration from Academy Of Art University.
Email format at Flesh and Bone LLC
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About Christopher Armstrong
With over 10 years of experience as a 3D Generalist and VFX Artist, I am passionate about creating digital content that engages and inspires audiences. I am currently a Co-Owner at Flesh and Bone LLC, a company that won best visual effects for our part in Mosquito State, and was Unreal 3D Designer at FutureCorp, a leading company in the Metaverse space.My core competencies include 3D modeling, animation, lighting, texturing, and compositing, using a variety of software and tools such as Unreal Engine, Maya, Zbrush, Substance Painter, Photoshop, After Effects, Mocha Pro, Silhouette, and Nuke. I have worked on a range of projects, from creating immersive environments for Metaverse worlds and cinematics, to compositing matte painting and VFX beauty cleanup for movies like Where The Crawdads Sing. I have also managed and supervised teams, workflows, and quality control for post-production, as well as handled projects from conception to completion, accurately predicting timing and costs. My mission is to deliver high-quality results that exceed expectations and bring visions to life.
Listed skills include Maya, Computer Animation, Animation, Drawing, and 13 others.
Christopher Armstrong's current company
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Christopher Armstrong work experience
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Co-Owner
Company Owner
Unreal 3D Designer
My responsibility as an Unreal 3D generalist Was to create 3D models of characters, objects, and environments using modeling software such as Maya and Zbrush. Texturing 3D models to give them realistic or stylized appearances using tools such as Substance Painter or Photoshop. Creating animations with mocap for characters, such as walking, jumping, and attacking. Designing and implementing lighting and special effects to enhance the look and feel of environments and objects. Building environments within the Unreal Engine, including terrain, buildings, and props. Optimizing 3D assets for performance, such as reducing the polygon count of models or using LODs (level of detail) to improve performance Collaborating with other artists and developers to ensure the pipeline for 3D assets across the project.
Vfx Beauty Artist - For The Film Where The Crawdads Sing
My responsibilities are composite clean-up of imperfections on actors that the director would like removed. Done in After Effects, Mocha Pro, and Silhouette.
Pluto Eu Quality Control Manager
My responsibilities are assigning a day-to-day task, managing workflows, training new hires, and reporting to Senior Management.
Art Director, Compositor, And 3D Generalist - For The Flim Hellbilly Hollow
Art directing the day-to-day shots design coming in for multiple artists. My compositing was used to do a several removal and image manipulation. Also responsible for creating 3D blood splatter effects. Done in Photoshop, Maya, Mocha Pro After Effects and Blender.
3D Generalist, And Concept Artist For The Film - Mosquito State
My responsibilities were storyboarding, pre-vis artist, character and environmental concept design, organic and hard Surface 3D modeling, texturing, material creation, animation. The importing and setup of animation, rigged geometry. Also scene layout, camera layout, particle effects, lighting, and rendering. Done in Maya, Substance Designer, Photoshop, Unreal and Terrigen software.
Motion Capture R&D Assistant
Was to prepare for a motion capture session: This involves setting up the equipment and software, calibrating the sensors, and making sure that everything is working properly. Works with performers: The motion capture artist works closely with actors or stunt performers, giving them direction and coaching to ensure that they are performing the required actions accurately and in a way that can be captured by the sensors. Captures motion data: During a motion capture session, the artist records the movements of the performers using sensors placed on their bodies. This data is then processed and used to create animations. Cleans and processes motion data: After a motion capture session, I will need to clean and process the data to remove any errors or glitches that may have occurred during the recording process. Reviews and edits animations: I will review and edit the animations created from the motion capture data, making adjustments to timing, weight, and other factors to ensure that the animations are realistic and convincing. Collaborates with other artists and animators: The motion capture artist may collaborate with other artists and animators to integrate the animations into larger projects, such as films or video games. Mocap systems I've worked with - Captuary, Xsens, Perception Neuron, and Opttack.
Freelance Concept Artist
Develop concept art for the requirements of the project, including sketches, drawings,Create detailed environmental background illustrations that capture the mood, atmosphere, and details required for the project. Work with the project team to ensure that my work meets the technical and creative requirements of the project. Iterate on their designs based on feedback from the project team to refine and improve the artwork. Deliver my work on time and within budget, Stay up-to-date with industry trends and developments to ensure that their work remains relevant and effective.
Freelance Concept Artist
Use 2D techniques to create digital artwork, including illustrations, and designs. Use 3D techniques to create and manipulate 3D models of characters, environments, and other assets required for the project. Use specialized software, such as Adobe Photoshop, and Autodesk Maya, to create my artwork. Ensure that my work meets the technical and creative requirements of the project, including texture, lighting, and painting. Work with the project team to iterate on their designs based on feedback, refining and improving my work. Stay up-to-date with industry trends and developments to ensure that their work remains relevant and effective.
Cryengine Technical Artist 3D Concept Artist - For A Formula 1 Commercial Spot In Cryengine
Were storyboarding, character and environmental concept design, 3D modeling (both organic and hard-surface), texturing, material creation, animation, and scene layout. I also was importing and setting up animations, rigged geometry, camera layout, particle effects, lighting, and rendering. I use industry-standard software such as Maya, Photoshop, Substance Designer, and Cryengine to bring my creations to life.
Technical Drawing Teacher
As an educator, I design and implement diverse lesson plans that promote interdisciplinary learning strategies. My teaching methodology involves a combination of lectures and demonstrations to engage students in the learning process. I offer discourse on traditional figurative art principles, techniques, and practices to provide a strong foundation upon which students build. In addition, I mentor students one-on-one to help them achieve their full potential and develop a program of study that best suits their individual needs. By employing a comprehensive approach to teaching, I strive to create a stimulating and supportive environment that fosters creativity, critical thinking, and personal growth.
Cryengine Technical Artist - For Happy Hunting A Evolve Games Trailer
Was importing and setting up animations, rigged geometry, camera layout, environment layout, particle effects, lighting, and rendering. I use industry-standard software such as Maya, Photoshop, Substance Designer, and Cryengine to bring this trailer to life.
3D Light Fx - Star Wars Commercial Spot
My responsibilities were texturing, material creation, animation, scene layout, and lighting. Done in Maya.
Cryengine Technical Artist For Virtual Production Dick Tracy Theatrical Show
My responsibilities were storyboarding, character and environmental concept design, organic and hard Surface 3D modeling, texturing, material creation, animation. The importing and setup of animation, rigged geometry. Also scene layout, camera layout, particle effects, lighting, and rendering. Done in Maya, and Cryengine.
Special Effects Technical Director Assistant - For Pepsi Commercial
Assisteing the VXF technical director on setting up shots for visual effects.
Christopher Armstrong education
Illustration
Technical School No Degree., Traditional Drawing, Oil Painting
Animation, Interactive Technology
Frequently asked questions about Christopher Armstrong
Quick answers generated from the profile data available on this page.
What company does Christopher Armstrong work for?
Christopher Armstrong works for Flesh and Bone LLC.
What is Christopher Armstrong's role at Flesh and Bone LLC?
Christopher Armstrong is listed as Company Owner at Flesh and Bone LLC.
What is Christopher Armstrong's phone number?
AeroLeads has found 1 phone signal(s) with area code 805 for Christopher Armstrong at Flesh and Bone LLC.
Where is Christopher Armstrong based?
Christopher Armstrong is based in Los Angeles, California, United States while working with Flesh and Bone LLC.
What companies has Christopher Armstrong worked for?
Christopher Armstrong has worked for Flesh And Bone Llc, Futurecorp, Sony Pictures Entertainment, 2G Digital, and Hbh Llc.
How can I contact Christopher Armstrong?
You can use AeroLeads to view verified contact signals for Christopher Armstrong at Flesh and Bone LLC, including work email, phone, and LinkedIn data when available.
What schools did Christopher Armstrong attend?
Christopher Armstrong holds Illustration from Academy Of Art University.
What skills is Christopher Armstrong known for?
Christopher Armstrong is listed with skills including Maya, Computer Animation, Animation, Drawing, Storyboarding, 3D Modeling, Art, and After Effects.
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