John Feather
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John Feather Email & Phone Number

25 years of experience as an innovator in photorealistic facial modeling, texturing, rigging, and animation.
Location: Mill Valley, California, United States 6 work roles
1 phone found area 831 LinkedIn matched
✓ Verified Jun 2026 3 data sources Profile completeness 57%

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Role
25 years of experience as an innovator in photorealistic facial modeling, texturing, rigging, and animation.
Location
Mill Valley, California, United States

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John Feather is listed as 25 years of experience as an innovator in photorealistic facial modeling, texturing, rigging, and animation. based in Mill Valley, California, United States. AeroLeads shows phone signal with area code 831 and a matched LinkedIn profile for John Feather.

John Feather previously worked as Senior Facial Production R&D at Soul Machines and Facial Pipeline Supervisor at Pulse Evolution Group.

Profile bio

About John Feather

I've been a founder of cutting edge photorealistic human facial modeling, rigging, and animation techniques since 1998. I've been originating and refining core technologies used to bring digital creatures to life from Gollum in the Lord of the Rings trilogy to the three fairy godmothers in Maleficent. Among recent contributions to the industry is a high frequency skin dynamics module that provides unprecedented pore-level realism in real-time facial deformation. I have extensive experience in team leadership, artist mentoring, tool development, pipeline integration, and I'm committed to the continued advancement of leading-edge facial rigging asset creation, workflow, and technology.

6 roles

John Feather work experience

A career timeline built from the work history available for this profile.

Senior Facial Production R&D

San Francisco Bay Area

  • As Senior Facial Production R&D at Soul Machines, I established and advanced their FACS facial rigging pipeline and methodology and trained their artists in FACS modeling and rigging. Accomplishments:
  • Refined FACS network shape requirements to meet the needs of real-time deployment
  • Implemented an advanced rule system to constrain the FACS network combinational envelope
  • Developed a rule based system for handling asymmetric facial effects in a symmetrical FACS system
  • Developed a real-time look-dev environment for Maya
  • Developed a one-click rigging tool for Maya
Apr 2020 - Aug 2023

Facial Pipeline Supervisor

San Rafael, California

  • I served as Facial Pipeline Supervisor for projects involving celebrity likenesses. In December of 2014, I took an extended leave of absence from my position to care for my parents at the end of their.
  • Developing and deploying universal character topology
  • Modeling and texturing celebrity likenesses
  • Creating a universal pose space UV layout
  • Creating a tissue simulation workflow and tool set for prototyping complex facial dynamics
  • Standardizing and authoring anatomical combination space blend shape networks
May 2014 - Dec 2014

Senior Facial Modeling Td

Larkspur, California

  • Beginning as a facial modeler on Jack the Giant Slayer, I was soon promoted to staff and project facial lead. I continued as facial lead on Digital Domain’s most ambitious photorealistic creature project at the time.
  • Creation of resolution independent realtime high frequency skin dynamics system
  • Creation of Disney Zurich facial data ingest and modeling workflow
  • Extension of industry standard facial network prioritization logic
  • Facial shot finaling on all hero creature shots
  • Lead modeler on all actor / creature facial designs and rigs (Maleficent)
Jun 2011 - Mar 2014

Owner/Operator

Serpent'S Heart

Monterey, California

  • A freelance video production company through which I provided a broad range of content for corporate, commercial, and independent clients while advancing my general VFX skills.Accomplishments:
  • End to end content creation from script, storyboard, and animatic, through physical location prep, lighting, and photography, to editing, sound and music design, and extensive VFX
Dec 1998 - May 2011

Senior Creature Td,

Wellington & Wairarapa, New Zealand

  • On the strength of facial rigging, modeling, and pipeline development for my previous employer, I was asked to assist with the development of Gollum’s facial rig for the first LOTR trilogy.Accomplishments:
  • Continued combination state blendshape network technology development
  • Rapid, production level facial rig asset creation
  • Modeling staff training / mentorship
Nov 2001 - Apr 2002

Lead Character Pipeline Td

3Dme

Monterey, California

  • I was hired to create a realtime, photorealistic facial modeling, rigging, and animation pipeline for online digital avatars.Accomplishments:
  • Creation of a hierarchical, combination state blendshape network facial rigging system
  • Modeling and rigging of all hero creature assets
  • Extensive pipeline tool development
  • Staff recruitment, management, and training
  • Authoring of staff training syllabi
Jan 1999 - Dec 2000
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What is John Feather's role at their current company?

John Feather is listed as 25 years of experience as an innovator in photorealistic facial modeling, texturing, rigging, and animation..

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AeroLeads has found 1 phone signal(s) with area code 831 for John Feather.

Where is John Feather based?

John Feather is based in Mill Valley, California, United States.

What companies has John Feather worked for?

John Feather has worked for Soul Machines, Pulse Evolution Group, Digital Domain, Serpent'S Heart, and Weta Digital.

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