Multi-talented, highly-creative, and artistic 3D Artist experienced in 3D texturing/modeling/lighting/rendering for varied CG implementations with 10+ years experience and well-versed in and open for work in a remote environment.
All seriousness aside, I'm a easy-going, fun-loving dude who loves blades, bags*, brushes**, and CG. I have a witty sense of humor; I love making people laugh to break the ice. I have an excellent eye for detail and tend to be detail oriented, which is a requirement in my field of expertise. I’m a problem solver, a quick learner, adaptable, and I am great at weighing options and executing calculated decisions. I love working with a team to collaborate and bounce ideas off team-mates. I also have a knack for working independently with a given set of tasks and little micro-managing.
* - Not purses, Man-bags
** - Uh, Photoshop brushes, that is
- Develop textures/materials/shaders utilizing PBR workflows for 3D models using Substance Painter and Adobe Photoshop
- Produce original 3D models using Autodesk Maya and Mudbox/ZBrush with correct and proper optimization
- Create commission works / fan art using above techniques based upon concept designs, sketches, and descriptions
- Built 3D models of vehicle accessories in Autodesk Maya
- Created, maintained, and applied extensive PBR material/texture/shader, and asset libraries to photo-realistically match OEM vehicle/accessory reference images
- Utilized render layers to render photo-realistic images for vehicle turnarounds using Arnold in Maya
- Processed, organized, and layered images into a cohesive presentation for visualization of vehicle accessories
- Researched and developed new techniques using PBR materials and Unreal game engine, increasing visual quality three-fold, workflow productivity 75%, and OEM client engagement by 80%
- Collaborated in development and production of Unreal-based vehicle configurator for use as next-gen vehicle accessory visualization tool
- Designed original 3D models using Autodesk Maya and Mudbox
- Created textures/materials using Adobe Photoshop and Quixel following Diff/Spec workflow
- Responsible for creating main weapon asset for mod, in addition to other game-ready props using concept designs and descriptions, for a Half-Life 2 modification titled “Mindworld”
- Exported models from Maya and imported into Source/Hammer engine for in-game testing and quality assurance
- Collaborated and networked with other 3D Artists to complete finalized compositions through an online forum
- Developed original 3D models using Autodesk Maya and textures using Adobe Photoshop
- Built game-ready props used in an Unreal Tournament 3 modification titled “Endless Skies” using Diff/Spec workflow based upon concept designs, sketches, photographs, and descriptions
- Exported models from Maya and imported into UDK engine for testing and QA