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The Expert Challenge


Is there an Autodesk software task that's been frustrating you? Do you have a 3D challenge that you can't solve? Want to test the knowledge of our 3D experts?


Well, here's your chance to get the answers you've been looking for. Don't miss The Expert Challenge, where you can ask our experts your toughest 3D questions. They will be ready for anything, so get your product, industry, workflow and development questions ready! The more challenging, the better!

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Michael Todd
Short Bio
I'm from England, I studied Media Production at The University of Newcastle and my first job was at games developer called Particle Systems (Now Defunct) I was the senior concept artist and designer. I started building models out of frustration at the modelers not reflecting my designs. After six years there I moved to California to start at Pixar as a Technical Director for the character and sets teams on Mikes New Car (Short) The Incredibles, Ratatouille and Wal-e. I was a modeler, character rigger and hair and fur 'groomer' for 6 years before I took job at Weta Digital as a modeler on Avatar, Prince Caspian, Tintin, The Day the earth stood still, Jumper and The Waterhorse, usually all at once, for two years. I then moved back to the states to work at Laika in Portland, and I've subsequently worked at IMD, DreamWorks and Sony Imageworks as a Character Effects artist, before joining Autodesk last year.
Cory Mogk
Short Bio
Cory's been doing 3D since DOS was pervasive and IRIX was high-end. He's worked in production doing games, film, video and design/viz. Cory has been a consultant and a trainer, writing much of the original Maya courseware and PowerAnimator before that. Cory likes to wear a t-shirt that says "geek."
Shawn Hendriks
Short Bio
Shawn Hendriks is the Technical Marketing and Video Production Manager for Autodesk and has worked in the 3D industry for 18 years. Shawn's first job with Autodesk was as 3ds Max demo artist for Canada. Over the years he has been responsible for everything from creating feature videos and customer video profiles to demos and presentations. He now manages the teams responsible for the demo content and videos such as the Autodesk entertainment showreels. Thanks to the nature of his job, Shawn has spent a lot of time visiting and talking with top Autodesk clients in many fields about their work, problems and successes.
Trevor Adams
Short Bio
Trevor Adams is a Senior User Experience Designer for Maya. Based in Montreal, Quebec, Canada, he began his career at Autodesk in 2006 as a 3ds Max QA Specialist. He then became the QA Team Lead for the FBX Technology Group, overseeing interoperability workflows between all Media & Entertainment software packages. In 2011, he transitioned to a design role to introduce scene assembly workflows to Maya, and since 2012 has been the designer for Maya's modeling tools and workflows. Before Autodesk, Trevor spent time in the (short) film industry as a special effects supervisor & animator, in the games industry as a tester, and in the video production field as a content producer & editor.
Kelcey Simpson
Short Bio
Kelcey Simpson is Lead Product Designer for 3ds Max, and lives in sunny Austin, Texas, ya'll. She started at Autodesk as a Technical Specialist, promoting best practices, tips and tricks to customers throughout the US. Prior to Autodesk, Kelcey did her time in the game industry, in areas of Art Direction, Technical Direction, Modeling, Animation/Mocap, and Pipeline Development, as well as other work in print, commercials, visualization, and 2D animation. ​
Eddie Perlberg
Short Bio
Eddie, Product Manager for Autodesk 3ds Max and 3ds Max Design, is an accomplished animator, graphic designer, visualization expert and motion graphics artist. With over two decades of hands-on experience in these areas, he has taught a variety of classes at Autodesk University and is a recognized speaker at entertainment and design events including SIGGRAPH, VIZ Masters, AIA and The Greenbuild Expo. Before becoming the 3ds Max and 3ds Max Design product manager, Eddie has held roles at Autodesk as a CAD manager and designer.
Michael Russo
Short Bio
Michael is the Product Development Manager for Autodesk 3ds Max and Autodesk 3ds Max Design. He has spent his 13+ years at Autodesk contributing to the success of 3ds Max working alongside our global team. His work and collaboration with colleagues here at Autodesk have resulted in three patents. Prior to Autodesk, Michael worked in the fields of Virtual Reality and Environmental Engineering.
Martin Coven
Short Bio
Martin Coven, Product Designer for 3ds Max, is new to the Autodesk family. Before joining the Max team, he spent 17 years working in film, games and the commercial industry. His focus has primarily been in areas of rigging, animation, simulation, pipeline development and effects work.
Louis Marcoux
Short Bio
Louis Marcoux is an Autodesk Technical Specialist for 3D Animation and Visual Effects since 2003. Prior to Autodesk, he was a real-time broadcast graphics specialist for 5 years, working with Discreet Logic and Vertigo X media. Louis received a Bachelor's degree in Electrical Engineering from Polytechnique in Montreal and also holds a Bachelor of Communications degree from UQAM and a Bachelor of Fine Arts in Film Production from Concordia University.
Louis Marcoux
Short Bio
Louis Marcoux is an Autodesk Technical Specialist for 3D Animation and Visual Effects since 2003. Prior to Autodesk, he was a real-time broadcast graphics specialist for 5 years, working with Discreet Logic and Vertigo X media. Louis received a Bachelor's degree in Electrical Engineering from Polytechnique in Montreal and also holds a Bachelor of Communications degree from UQAM and a Bachelor of Fine Arts in Film Production from Concordia University.
Andrew Camenisch
Short Bio
Artist, designer, and former Models Lead at Weta Digital, Andrew Camenisch has worked as senior modeler, facial lead, character designer, illustrator, and product designer, contributing to projects including feature films 'King Kong', 'Tintin', and 'The Lord of the Rings' trilogy. While working on 'King Kong', Andrew and fellow modelers at Weta teamed up to create Mudbox, seeing a need for a digital maquette toolset that understands high-end production and yet is easy to learn and use. Andrew has a B.A. in Art and a M.F.A. in Electronic Visualization.
Craig Barr
Short Bio
Craig Barr is a Technical Marketing Specialist at Autodesk specializing in Mudbox and Maya. Before joining Alias/Autodesk in 2005, Craig worked in feature film, commercial and games production. He also runs the Mudbox blog on The Area.
Chris Vienneau
Short Bio
Chris Vienneau, senior product manager for Autodesk Maya, joined Autodesk in 1995. Prior to obtaining his current position, Chris acted as product manager for Autodesk Toxik, Autodesk Combustion and Autodesk Cleaner, as well as product designer for Autodesk Toxik. He began his career at Autodesk in product support.

Prior to Autodesk, Chris worked with major broadcasters such as NBC, ABC, CNN, Fox, Home Shopping Network and TF1 France, and assisted high-profile productions like the 1999 Super Bowl, Daytona 500, Australian Open, 2000 US elections and the Indian elections. He holds a professional writing degree from Université de Sherbrooke.
Chris Murray
Short Bio
I'm trained as an animator (3D variety) but consider myself a creative technologist. My daily role is a technical "evangelist" for Autodesk, a major software developer for design applications. If you work in a building, drive a car, saw a special effects movie, or play video games, you've seen our software in action. My main client is my company. I create marketing deliverables and am the face of the company (but part of a team of people) for my specific product expertise. I live in the world of trans-media. My content is distributed via, print, web, video, live presentations, and person-to-person.?
Michael Todd
Short Bio

I'm from England, I studied Media Production at The University of Newcastle and my first job was at games developer called Particle Systems (Now Defunct) I was the senior concept artist and designer. I started building models out of frustration at the modelers not reflecting my designs. After six years there I moved to California to start at Pixar as a Technical Director for the character and sets teams on Mikes New Car (Short) The Incredibles, Ratatouille and Wal-e. I was a modeler, character rigger and hair and fur 'groomer' for 6 years before I took job at Weta Digital as a modeler on Avatar, Prince Caspian, Tintin, The Day the earth stood still, Jumper and The Waterhorse, usually all at once, for two years.

I then moved back to the states to work at Laika in Portland, and I've subsequently worked at IMD, DreamWorks and Sony Imageworks as a Character Effects artist, before joining Autodesk last year.

Jacque Choi
Short Bio
Jacque Choi is a Senior/Lead Character Artist and a veteran in the video game industry, collaborating on numerous titles in his 14-year career. He is currently working at Eidos-Montréal and most recently worked as the Lead Character Artist on 'Thief'. Jacque is also an Adjunct Professor at Champlain College of Vermont's Montreal Campus, and has recently made a few contributions available on Valve's TF2 and DOTA 2 stores. He began using 3D Studio R4 for DOS and has been an avid user of 3ds Max since its inaugural version.
Hugues Giboire
Short Bio
He began working as a freelancer in France in 1992, operating in a variety of different domains including architecture, video, cinema, advertisement and design. In 1996 he followed his passion for games by joining Kalisto as a 3D artist. He worked there for three years contributing to most of the titles produced in-house including Dark Earth and Nightmare Creatures.
In 2001, Hugues joined Just Add Monsters, in England where he rapidly took on the role of Lead Artist on Kung Fu Chaos and was responsible for the art style and the art team coordination. He then took on the challenging position of Art Director on the PlayStation 3 game Heavenly Sword. His ambitions and creative vision lead Heavenly Sword to be nominated for a BAFTA award for artistic achievement.
In 2006, Hugues moved to Canada to Join Digital Extremes. From design to modeling, animation and shading, he created numerous characters. He used his varied skillset to set the standards and improve all aspects of character creation for mutiple high profile games such as Bioshock 2 and Darkness 2.
Today, working as a freelancer, Hugues decided to return to his roots and uses his technical and artistic expertise to insufflate life into his creations and establish the visual landmarks for the next generation.
Daryl Obert
Short Bio
Daryl is a 20-year CG veteran who started working for Alias in 1995 as an application engineer. His current role at Autodesk is Senior Technical Marketing Manager. Daryl is responsible for building many of the presentations used at events such as Siggraph, IBC, and NAB. He has spent his career working with clients, ensuring their success at implementing Autodesk® technology. In addition to his role at Autodesk, Daryl was an adjunct faculty member at NYU Tisch School of the Arts, where he taught rendering and special effects.