Alessandro Righi
3d generalist

Senior Generalist with over 15 years of experience in the film and advertising industry.
I started my career in 2009 in London, working at some of the most prestigious studios like Cinesite, Method Studios, and more. My first project was Pirates of the Caribbean, followed by Harry Potter, where I began as a Match-Mover. Over the following years, I became Head of the MatchMove department, then shifted careers to become a 3D Generalist.

I specialized more and more in building structures, machines, and robots. I’ve lost count of how many cities I’ve rebuilt, but the one I hold most dear is for Divergent, where I had the chance to unleash my creativity, inventing entire destroyed neighborhoods.

One of the greatest challenges of every job lies in the early phase: the blocking of elements, the harmony of shapes, and the correlation of objects.

A good model is composed of all this and more, and it must be followed rigorously, with passion, even for the smallest object, like a bolt.

I will train you in the best possible way, providing you with the necessary tools to be autonomous and know how to move around effectively.

....Some of the assets I've made

black blue and yellow textile

Our FIRST GUEST will be FEDERICO ABRAM, a very talented SENIOR TEXTURE ARTIST with whom I’ve had the pleasure of working on various projects. He will reveal his workflow and tricks to get the most out of your models.

Senior Texture/Material Artist with 10 years of experience in the film industry. Throughout my career, I've had the opportunity to work on a wide range of projects, from films and TV series to advertising, real-time environments, and VR, which has allowed me to develop a strong understanding of both the technical and creative aspects of the production process.

I've had the chance to work on some very interesting and fun projects, including Gran Turismo, Black Adam, Carnival Row, All Quiet on the Western Front... I have a deep passion for visual storytelling and creating textures and materials that not only meet technical specifications but also contribute to enhancing the overall visual experience.

With solid expertise in tools like Substance Suite (Designer and Painter), Mari, Photoshop, Unreal Engine, Arnold, and Redshift, I’ve focused on developing materials that balance visual quality and performance.

In addition to texturing, I also have strong skills in hard surface modeling and UV management, allowing me to fully prepare 3D assets. These experiences have taught me to pay particular attention to detail, optimization, and performance, creating assets that meet technical requirements without compromising visual quality.

My passion for video games and material creation drives me to share my knowledge with others, helping those who wish to deepen their texturing and lookdev skills to enhance their expertise in the field. I’m excited to share my experience to guide students and tackle the technical and creative challenges that arise during the development process.

MOVIES THAT OUR TEAM HAS WORKED ON