Stefan Minning

— Computer Graphics Artist and Developer —

About

Hi there. I develop 3D graphics software, 2D plug-ins for compositing applications, and I also don’t mind getting my hands dirty working on the more artistic side of computer animation productions.

Over the years I’ve worked in game and animation studios in California, Europe, Australia and Japan. My free software is used in TV, animation and VFX facilities across the globe.

Credits
Cinema 4D

Cinema 4D  (current)


Job Title:
Software Developer

Studio:
MAXON

Location:
Friedrichsdorf, Germany

The LEGO Movie

The LEGO Movie  (2014)


Job Title:
Senior Lighting TD

Studio:
Animal Logic

Location:
Sydney, Australia

Walking with Dinosaurs 3D

Walking with Dinosaurs 3D  (2013)


Job Title:
Senior Lighting TD

Studio:
Animal Logic

Location:
Sydney, Australia

Final Fantasy XV

Final Fantasy XV  (tbd)


Job Title:
Software Engineer

Studio:
Square-Enix Visual Works

Location:
Tokyo, Japan

Final Fantasy XIV

Final Fantasy XIV  (2013)


Job Title:
Software Engineer

Studio:
Square-Enix Visual Works

Location:
Tokyo, Japan

Tomb Raider

Tomb Raider  (2013)


Job Title:
Software Engineer

Studio:
Square-Enix Visual Works

Location:
Tokyo, Japan

Hitman: Absolution

Hitman: Absolution  (2012)


Job Title:
Software Engineer

Studio:
Square-Enix Visual Works

Location:
Tokyo, Japan

Final Fantasy XIII-2

Final Fantasy XIII-2  (2011)


Job Title:
Software Engineer

Studio:
Square-Enix Visual Works

Location:
Tokyo, Japan

Legend of the Guardians: The Owls of Ga'Hoole

Legend of the Guardians: The Owls of Ga'Hoole  (2010)


Job Title:
Look Development TD

Studio:
Animal Logic

Location:
Sydney, Australia

A Night at the Cathedral

A Night at the Cathedral  (2008)


Job Title:
Producer

Studio:
Studio Lampion

Location:
Berlin, Germany

Stuntman: Ignition

Stuntman: Ignition  (2007)


Job Title:
Shading and Lighting TD

Studio:
Studio Pendulum

Location:
San Diego, USA

Frontlines: Fuel of War

Frontlines: Fuel of War  (2006)


Job Title:
Shading and Lighting TD

Studio:
Studio Pendulum

Location:
San Diego, USA

Paraworld

Paraworld  (2006)


Job Title:
Shading and Lighting TD

Studio:
Studio Pendulum

Location:
San Diego, USA

Bagel 2

Bagel 2  (2004)


Job Title:
Producer

Studio:
Personal Project

Location:
Berlin, Germany





Software

Normality

for After Effects

Normality is a powerful plug-in that allows motion graphics artists to light 3D objects and scenes directly within the familiar Adobe After Effects environment through the use of normal passes and advanced relighting techniques.

The software is production proven and has been used on works ranging from student short films to large scale commercial projects. Animation studios around the globe have used Normality in their productions, including CGCG STUDIO.inc, Pendulum, Studio Lampion and Polygon Pictures.

Free Download
Windows
Mac OS X




Generator

for After Effects

Generator is a simple and free plug-in for Adobe After Effects which can be used to create normal maps from alpha channels, such as text and shape layers.

Free Download
Mac OS X




Atlas

for After Effects

Atlas is a port of the pfstmo tone mapping operators to the Adobe After Effects plug-in format. This plug-in is free open source software licensed under the GPL.

Free Download
Mac OS X




Compass

for After Effects

Compass is a utility that visualizes different types of vectors stored in images in an intuitive way.




The Occlusionist

for After Effects

The Occlusionist is an After Effects plugin that renders screen-space ambient occlusion effects from a normal and depth map.




Celulight

for After Effects

Celulight is my tool designed to automatically generate normal maps from simple outlines or cel drawings. The resulting normal map can then be used by Normality to create realistic or toon shading effects. It takes drawn outlines or cels as source files to create clean, smooth normal maps for shading with my other tool, Normality.




Edgar

for After Effects

Edgar uses a novel algorithm developed specifically for the purpose of converting normal passes into line art for use in cartoon and anime productions.




minMatcap

for mental ray and RenderMan

This simple material shader mimics the look of ZBrush’s Matcap material. It derives shading and color entirely from a bitmap texture of a spherical shader ball — these may also be referred to as “lit spheres”. As such this shader does not react to any lights in the scene.




minBevel

for mental ray and RenderMan

A shader which computes bevels and round corners at render-time. This allows low-poly geometry to have a more refined look.




minBlocks

for mental ray and RenderMan

minBlocks procedurally generates tiled textures with automatic variation for individual tiles as well as distinct objects. Its main purpose is to generate procedural buildings, but it could be used for various other effects thanks to its flexible design. As the shading is accomplished procedurally, no unsightly tiling or repetition will be visible whatsoever.




minRelief

for mental ray and RenderMan

As the name suggests, minRelief is an implementation of relief mapping for mental ray and RenderMan. This shader simulates the effects of displacement mapping without affecting the geometry, thereby avoiding the memory overhead involved with actual displacement mapping.






Contact
Stefan Minning

Email

© 2016 Stefan Minning and 3DCG.net