About Skills Experience Timeline Earlier Work Contact

NATHAN
LINDIG.

Character Technical Artist

Artist instincts. Engineer thinking.
Fluent across the full CG pipeline.

About

I'm a Character Technical Artist wired to see the world through the eyes of an artist, but trained to think through problems like an engineer. I go beyond simply identifying how to help artists achieve a desired result, seeking to make the production process more efficient, effective, and enjoyable for everyone involved.

I have a breadth of experience across the CG production pipeline, specializing in modeling, texturing, rigging, pipeline development, and tooling for VR, social platforms, and real-time character systems. Providing me a unique ability to collaborate across disciplines and departments, anticipate downstream production impacts of decisions, and design solutions with that full context in mind.

I don't settle for the tools in front of me. I'm always looking for new techniques and better approaches, not just to grow my own capabilities, but to expand what's possible for the teams I serve. That same instinct extends to the people I work with. I can sit with an engineer and explain how an artist sees and approaches a problem. I can sit with an artist and help them understand why constraints exist and find ways to achieve their vision within them. Translation between disciplines, in both directions, is something I do naturally, and it's one of the things I value most about the work.

Skills

Technical Specialties

Deformation Systems Skin Weighting Mesh Correspondence Python · Maya API Tool Development Pipeline Development Clothing Pipeline Rigging Shader Development Sculpting Auto-Fit Auto-Skinning LOD Systems QA & Asset Validation

Software & Tools

Maya ZBrush Substance Painter Unity Houdini Perforce Git Adobe Creative Suite

Collaboration & Leadership

Cross-Functional Communication Production Leadership Prototyping & R&D Strategy Vendor Management & Onboarding Technical Documentation Artist Direction Engineering Feedback & Requirements

Domain Knowledge

Realtime Character Systems Avatar Systems VR Production Mix & Match Clothing Systems Procedural Pipeline Design Large-Scale Asset Production

Projects & Contributions

Swipe to browse
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Shipped July 30, 2025

Body Types & Clothing Update

Shipped customizable body type sliders and new clothing across five Meta platforms, enabled by a novel deformation transfer system and proxy mesh system that handle clothing fit across infinite body combinations.

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Global Launch Deformation Systems Platform

Contribution

Co-developed the deformation transfer framework, leveraging advanced mesh correspondence techniques, and designed a system of 11 proxy meshes that together encoded how clothing fits across body volumes. Led bug triage during rollout across Facebook, Instagram, Messenger, WhatsApp, and Meta Horizon.

Shipped Late 2025 – Jan 2026

Vendor Tooling — External Pipeline Toolset

Took Meta's internal clothing tooling and rebuilt it to run without internal libraries — then shipped it to three external vendor companies, onboarded their teams, and iterated through multiple rounds of feedback.

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End-to-End Ownership Tools Pipeline

Contribution

Owned this end-to-end: scoped requirements, led a small TA team through development, shipped to ~15–30 external artists, wrote all documentation, and drove post-ship updates. The kind of project that requires knowing the pipeline deeply enough to explain it to someone who’s never seen it.

Shipped October 1, 2024

Style 2 Avatar — Clothing & Accessories

Meta's complete avatar overhaul, including an entirely new tech stack and clothing catalog launched across Meta products. I was involved from the first prototype to the day it shipped.

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Global Launch Avatar Systems Pipeline

Contribution

Ran the prototyping workstream that defined the execution strategy and technical requirements for clothing production, built the initial skin weight transfer system, directed ~7 artists through a month of manual skin weight production, and led mix and match QA across hundreds of asset combinations.

Style 2 Avatar launch
R&D Oct 2024 – Jan 2026

Deformation Transfer Framework

Built the foundational architecture that powers both auto-skinning and auto-fit for Meta's avatar clothing, using a surface-based mesh correspondence approach that was extensible and scalable.

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R&D Deformation Systems Python / Maya

Contribution

Co-developed the four-phase framework architecture (correspondence mapping, operations on correspondence data, transfer, and post-transfer refinement) and led the skin weight transfer component. The system handles the geometrically hard cases — armpits, crotches, complex layering — that naive proximity methods consistently fail on.

Shipped September 15, 2023

Horizon Worlds Full-Body Avatar Legs

Meta's first full-body avatar system in VR, introducing animated legs across Horizon Worlds, requiring a comprehensive clothing audit and remediation effort across 100+ assets to ship.

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Launch-Blocking VR Clothing Pipeline

Contribution

Led the critical launch-blocking clothing readiness effort, auditing and updating 100+ assets across all five clothing categories, conducting deformation QA across animations and LODs, and redesigning the skirt skin weight transfer pipeline from a manual process into a batch-processable procedural system.

Shipped April 27, 2023

Avatar Hair System Overhaul

Migrated every hair asset in Meta's avatar catalog from stylized normal-transfer rendering to realistic anisotropic shading — sitting between art leadership and engineering to make it actually work.

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Global Launch Rendering Art / Engineering Bridge

Contribution

Defined the new texture map format, developed the Substance Painter tooling that made it possible for artists to author it correctly, and identified where the approach broke down for coily and curly hair — then contributed to the solution for those cases too.

Avatar hair system overhaul
Shipped Dec 2021 – Jan 2022

Meta Avatar System — Initial Launch

The launch of Horizon Worlds and the Meta Avatar system in December 2021, followed six weeks later by Meta's first avatar rollout to Instagram. Pipeline tooling for the first; face-shape catalog sculpting for the second.

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Global Launch VR Avatar Systems

Contribution

Built three Maya GUI tools that improved artist efficiency and helped de-risk launch blocking efforts for the Horizon Worlds launch. Personally sculpted 40+ facial feature shape updates as part of an overhaul of the facial feature catalog for the Instagram rollout.

Meta avatar face shape catalog update
Shipped 2019 – 2021 · Baobab Studios

Baba Yaga

An Emmy award-winning immersive interactive VR experience. I entered as a generalist intern and ended up owning environments, prop rigging, modeling, shading, tooling, and in-engine integration across the full production.

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VR Film Generalist Interactive

Contribution

Lead environment artist on the project's most complex interactive environment. Responsible for a majority of the prop and environment modeling and texturing work, in-engine setup of ~80% of all environments, all prop rigs, and several tooling efforts.

Career Timeline

Meta Platforms
Nov 2022 – Jan 2026

Character Technical Artist

Led technical art across three major avatar platform launches — driving deformation systems, clothing pipeline development, vendor tooling, and cross-functional production strategy for avatar clothing used by millions across VR and social platforms.

Feb 2021 – Nov 2022

3D Artist (Contingent)

Contributed to the foundational avatar system as a generalist technical artist — developing production tooling, sculpting facial features, and bridging art and engineering across hair shading and clothing system launches.

Baobab Studios
2020 – 2021

CG Artist, VR Production

Served as the primary artist at the studio during final delivery of Baba Yaga and early pre-production on a new VR project, contributing across modeling, shading, and technical direction.

2019 – 2020

CG Generalist / Rigging Intern

Contributed as a generalist across rigging, environment art, in-engine integration, shader development, and tooling for the studio's VR animated experience Baba Yaga.

Texas A&M University
2017 – 2019

Instructor of Record

Developed and taught undergraduate CG production courses — including the university's first online Maya course — training students across the full production pipeline.

Earlier Work

The following reels represent foundational work from earlier in my career, prior to my time at Meta.

Environment Artist Demo Reel

Environment Artist Demo Reel

Rigging Demo Reel

Rigging Demo Reel

Modeling Demo Reel

Modeling Demo Reel

Contact

Let's build
something.

Currently open to new opportunities.

Send an Email

or email directly at nathanlindig@gmail.com