As a Background Artist I was responsible for creating the setting in which characters live and act. Another way to think of it: the Background Artist’s work fills the other 75% of space in an animated scene not taken up by characters. Background art determines the scene’s mood, lighting, and context. It is the primary support of character action.
Similarly as a Texture Artist, I painted 3D assets used either in background shots or as 3D animated components. To give a metaphor, a 3D Modeler could be thought of as someone who can construct a hollow box. The 3D Texture Artist can paint the box to look any way that is needed: like fine mahogany, like bumpy concrete, or even like dewy moss. As a 3D Texture Artist, I took flat, grey 3D models and convincingly painted them to match project styles and portray any surface required including worn metal, weather wood, or well-trodden tile.
From 2009 to 2023, the Atlanta-based animation studio Floyd County Productions made 145 episodes of a spy action-comedy cartoon that won four Emmys and left its mark in American adult animation history. For four television seasons, I contributed to Archer's acclaim as a Background Artist and 3D texture Artist.
My work with Archer extended beyond the television show. The image above is a promotional image celebrating the 100th episode of Archer and was used for a jigsaw puzzle giveaway. I worked in sync with a character artist to create the cake and frosting effect.
Working on the Backgrounds team for Archer taught me the value of collaboration. The environments for Archer are dense, atmospheric, and detailed. It would be an impossible job for one person with a single skill set to produce the types of Backgrounds we made. Instead, our backgrounds were greater than the sum of their parts.
The 3D team used models to capture rough compositions for each shot. We designed interiors, items, and lighting for those shots, and shared them with anyone working on the same scene. We worked smartly by reusing assets and prioritizing the focus of each image. Lastly, we made sure each delivery of backgrounds worked for the character designers and animators needs.
Best of all, I learned that collaboration shines brightest where my limitations begin. If there was a texture I could not capture, lighting I did not understand, or colors looked muddy, I was trusted my teammates to steer me in the right direction or tag team with them to complete the work. Learning to ask for help is a game changer.
There came a point of decision for me to make the leap into 3D art. I had never studied it and had never envisioned myself working in the 3D pipeline, but an opportunity presented itself when a need arose for a texture artist, and it made most sense for someone with a strong record as a Background Artist to enter the role.
I took the plunge from my discipline in Illustration into 3D, and the learning curve was steep. The jargon, programs,
and thinking were completely different. I had to look up definitions while reading tutorials and crawl through 3DS Max and Substance Painter. I'm proud to say I came out the other side as a Texture Artist who has contributed to 3 animated features and 2 video games.
The perseverance I found within while trudging through the alien world of 3D foundations has served me well in my quest for skills outside of my comfort zone including graphic design, UX/UI, typography, and public speaking.
With Hit Monkey by Floyd County Productions, I was excited to take part in Marvel and Disney's cinematic legacy. Scenes involving 3D animated shots required painted textures that mimicked Hit Monkey’s art art style which sat between flat 2D coloring and painted brush strokes. Assets were hand painted in Substance Painter, a program typically used for its procedural textures.
Seamless tiles are used to create repeating textures in 3D animated environments. For Hit Monkey, my painted tiles were used to populate city buildings and streets in 3D animated sequences that required dynamic environments that superseded the limitations of standard, static backgrounds.
The tiles I created reduced the overall time needed to complete scenes because they could be reused as needed and avoided a hefty lift from Background Artists. The finished animation was perfectly flashy, smooth, and fit within the established style used by the rest of production.
These tiles repeat seamlessly because I designed their entire process with this in mind. Whether using photo reference or creating an original asset, the files were set up to repeat and were tested before being applied to 3D models.
The backgrounds needed to be built from the ground up with finesse and time management. By reviewing the storyboards and script, I was able to break down scenes into their necessary parts and create an organized task sheet for the needed artwork. I worked closely with the other team artists to ensure what I planned fit their needs and would work as a cohesive vision. The final pieces were created via painting, photo manipulation, and mindful application of Slim Jim’s brand assets. As a fan of Aqua Teen Hunger Force, I’m forever grateful for the opportunity to contribute to its legacy.
Painting the unwrapped UVs of the snow mobiles was my first foray into 3D art. Interpreting the flattened models was foreign to me, but I was up to the challenge. I was able to analyze and conceptualize the model, and my experience as a Background Artist gave me the tools needed to create a fun and effective texture map that reflected the characters' personalities.