Hi, I’m Bailey Smith. I’m a 3D generalist with 7 years of experience across feature animation, TV, and commercial projects. I have a strong foundation in Maya, specializing in the character pipeline, lighting, and look development. I love collaborating across departments to deliver creative and technically robust assets. I enjoy solving production challenges, building rigs, optimizing lighting, and shaping look development from concept to final render. I’m always keen to learn new tools, improve pipelines, and communicate clearly with directors and teams to help productions run smoothly.

Bailey Smith

Hi, I’m Bailey Smith. I’m a 3D generalist with 7 years of experience across feature animation, TV, and commercial projects. I have a strong foundation in Maya, specializing in the character pipeline, lighting, and look development. I love collaborating across departments to deliver creative and technically robust assets. I enjoy solving production challenges, building rigs, optimizing lighting, and shaping look development from concept to final render. I’m always keen to learn new tools, improve pipelines, and communicate clearly with directors and teams to help productions run smoothly.

Available to hire

Hi, I’m Bailey Smith. I’m a 3D generalist with 7 years of experience across feature animation, TV, and commercial projects. I have a strong foundation in Maya, specializing in the character pipeline, lighting, and look development. I love collaborating across departments to deliver creative and technically robust assets.

I enjoy solving production challenges, building rigs, optimizing lighting, and shaping look development from concept to final render. I’m always keen to learn new tools, improve pipelines, and communicate clearly with directors and teams to help productions run smoothly.

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Work Experience

Rigging TD at Flying Bark – Rigging TD
May 1, 2026 - Present
Developed and maintained production-ready character rigs for feature animation within a fast-paced studio. Implemented Python tools and Maya-based workflows to improve rigging efficiency, workflow stability and animator-facing controls.
Lighting & Compositing TD at Cosmic Dino – Lighting and Compositing TD
October 1, 2025 - Present
Responsible for master, key and child lighting, designing the look and feel of scene lighting; performed scene and render optimization and shot compositing to support production.
Rigging TD at Cosmic Dino – Rigging TD
June 1, 2025 - October 1, 2025
Developing and maintaining production rigs for characters and assets; collaborated with animators and CFX teams to ensure rigs met performance and creative goals.
3D Generalist at Freelancing
August 1, 2024 - June 1, 2024
Provided rigging, lighting, and asset development support for various clients, delivering production-ready assets under tight deadlines.
3D Generalist (Commercial) at Chop Shop Post
January 1, 2024 - July 1, 2024
Handled lighting and lookdev for high-end commercial projects; ensured visual consistency and performance optimization across shots; contributed to character modelling, rigging and mocap retargeting.
3D Generalist (Commercial) at Ruckus Studio
July 1, 2023 - December 1, 2023
Created and optimized assets for commercial projects; worked closely with leads to develop look-dev and lighting setups; supported USD-based workflows.
Lighting & Rigging TD (Feature) at RnD . Pop Family
February 1, 2023 - November 1, 2023
Rigged and maintained character and CFX setups for feature production; handled lighting and surfacing tasks during overlapping production phases.
Lighting Artist (TV) at Flying Bark Productions
June 1, 2022 - February 1, 2023
Created lighting setups and look development for episodic sequences using Katana; collaborated with compositing and surfacing teams to maintain a consistent visual tone.
Generalist / Lighting Artist / Asset Lead at Pixel Zoo
June 1, 2021 - June 1, 2022
Led asset creation and lighting setup for multiple animated projects; contributed to lookdev and shot lighting in collaboration with leads and directors.
Arch Viz Artist at Brio Hardware
January 1, 2021 - March 1, 2021
Developed architectural visualizations for product marketing and client presentations.
Lighting and Texture Artist at Mighty Nice
November 1, 2020 - December 1, 2020
Contributed to lighting and texturing for animated commercial projects.

Education

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Qualifications

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Industry Experience

Media & Entertainment
    Stylised Killer Mech


    This personal project explores the design, modelling, and rigging of a stylised mechanical character. The focus was on creating a visually appealing design while maintaining clean, production-ready topology and a robust rig capable of supporting complex mechanical articulation.

    The project allowed me to develop and refine my end-to-end workflow, from concept development and hard-surface modelling through to rigging, look development, and final presentation. Particular attention was given to mechanical joint construction, deformation, and creating a rig that was both stable and animator-friendly.

    While the project is currently presented as a work in progress, I plan to revisit it with an updated design, higher levels of detail, and a complete surfacing and texturing pass to further push the quality of the final asset.

    Captain Model and Facial rig


    This project began as a simple exercise in character design and sculpting in Maya, with a primary focus on perfecting ‘form’ and achieving a strong sense of ‘appeal.’ What started as a creative exploration quickly grew into something much more ambitious. As the design took shape, I decided to push the project further by developing a fully realized pseudo-FACS-based facial rig.

    Using the SHAPES plugin in Maya, I worked to create a robust and expressive rig capable of handling complex facial deformations with precision. The process involved delving deep into the intricacies of facial anatomy and understanding how to replicate natural expressions while ensuring flexibility for animation. This evolution not only enhanced the character’s realism but also allowed me to refine my skills in both rigging and technical artistry.

    The journey from sculpting to rigging was a rewarding challenge, and I’m thrilled with how this project has transformed from a simple exercise into a complete and versatile character asset

    The Reaper: 3D character model and sculpt

    This project is a faithful 3D recreation of an original character concept by artist Max Grecke. The goal was to translate the 2D artwork into a fully realized production-ready character while preserving the charm, proportions, and personality of the original design.

    The character was modelled with clean topology and efficient edge flow suitable for deformation and animation, making it ready for rigging and production workflows. Throughout the project I focused on maintaining the stylised appeal of the concept while ensuring the asset met professional standards for animation.

    Responsibilities

    Character modelling
    Topology and retopology
    UV layout
    Texturing and surfacing
    Look development
    Production-ready mesh preparation for rigging

    Original character concept by Max Grecke.