Enthusiastic self taught 3D Artist eager to contribute to team success through hard work, attention to detail and excellent organizational skills. While I do create art I also enjoy doing the technical side part. Motivated to learn, grow and excel in game development industry.
• SKILLS •
• Very good knowledge of Substance Painter (baking, masking, materials, working with multiple
texture sets, working with multi-UDIM's, able to create custom channel packed exports for
various game engines Unity/UE4/CryEngine)
• Very good knowledge of PBR workflow and channel packing textures
• Modeling/Sculpting Low and High poly assets, hard surface and organic realistic/stylized
• Efficient unwrapping, texel density
• Very good and clean retopology skills
• High Quality texture baking inside Substance Painter/Marmoset Toolbag
• Texturing using realistic/stylized aproach
• Texture trim sheets creation with ZBrush/Substance Designer
• Confortable working with any these major 3D packages (Maya, 3Ds Max, Blender)
• Custom Lightmaps, LODs creation and collisions for UE4/Unity
• Advanced knowledge using Unity SRP HDRP/URP and BuiltIn render pipeline
• Advanced knowledge using Unreal Engine 4
• Able to create custom shaders inside Unity with Amplify Shader Editor
• Able to create custom shaders/complex master materials inside Unreal Engine 4
• Lighting, rendering, shading inside UE4 and Unity
• Good knowledge about rigging/skinning characters (in Blender).
Overall a very good understanding of the whole game asset development.
Advanced knowledge of working in a pre-rendered (Arnold/Redshift/Vray) cinematic environment pipeline.
- High resolution modelling (SubD) organic or hardsurface high quality hero prop assets
- Creating multi-tiled UVs (UDIM's )
- Texturing UDIM's workflow
- Shading and shader creation in Maya
- Rendering using Arnold/Redshift/Vray
Worked on Asgard’s Wrath 2 a VR Game
Doing props & env props
- model
- UVs/lightmap
- texture bake
- texturing
- collision
My task was to create high end hero props for characters from start (based on concept) to finish that included the following:
- high resolution SubD modeling/sculpting organic & hard surface models
- multi tile UDIMs
- texture baking
- texturing
- shading using Axis pileline tools (Houdini + Arnold)
Creating high quality hard surface game ready assets for Virtual Reality from scratch to Unreal Engine 4.
My task was to create high end hero props for characters and some environment props from start (based on concept) to finish that included the following:
- high resolution SubD modeling/sculpting organic & hard surface models
- multi tile UDIMs
- texture baking
- texturing
-modeling both low and high poly, sculpting
-eficient unwrapping
-texture baking
-texturing
-retopology
-game ready asset creation (from scratch) current gen and next gen depending on the project
-modular assets creation such as buildings, walls and optimization
-trim sheets creation using Zbrush/Substance Designer
-texel density
-custom shaders using Unity and Amplify Shader Editor
-LOD's, Collisions
-character rigging, skinning (in Blender)
-lighting and rendering using Unity SRP URP/HDRP/BuiltInRender Pipelines
-responsible for every aspect of game assets development
Responsible for creating various high quality weapons, armors, buildings from scratch to Unreal Engine 4.
Jack of all trades.
-basic animation
-basic rigging
-rendering with Redshift, Vray Adv/GPU, real time rendering (Marmoset Toolbag)
-creating Vray/Redshift materials for UDIM export
-modeling both low/high poly
-unwrapping
-UDIM texturing
-lighting
High res sub-d modelling all kinds of real life cars