I have 7 years of experience in the industry and have worked on a series of projects native to Gladius Studios and character customization assets for NULLFRAME. Some of those projects have been animations for commercials, music videos, VR games, and/or experiences for clients. I strive to create diverse, and expressive characters that players and watchers find memorable.
• Designed customizable character assets and textures leveraging from UE5 Metahumans.
• Operated autonomously in a remote environment, ensuring consistent communication with producer.
• Streamlined adaptive creation of models through researched-driven references as substitutes for concept art.
• Enhanced visual depth of 3D assets through advanced surface techniques.
• Modeled and textured high-quality assets tailored for gaming and animation productions.
• Created high-resolution digital sculpts of characters and optimized them to low-polygon models for PBR pipeline workflows as well as implemented them into the engine.
• Collaborated with technical artists and programmers by working with shaders, scene assembly, lighting, character model optimization limitations, and shading inside Unreal Engine, while also using visual scripting, such as Blueprints, for VR game experiences.
• Efficiently communicated across disciplines with the art director, production supervisor, riggers, and concept artists for feedback, troubleshooting technical problems, and identifying points of improvement in the visual language of the models.
• Adapted character models to diverse designs within stylized and realistic art styles.
• I bring to life concepts from indie devs and other creatives for their projects and games, including my own.
• Sculpted in Zbrush a hero character for an indie game in development, and optimized it through retopology in Maya to make it game-ready. Then proceeded to texture the character inside Substance Painter.
• Sculpted and retopologized hero character creature and environmental assets for independent project demo within 2 weeks. Texture patterns were packed in RGB format for the game designer to have better control of the shader parameters inside Unreal Engine.
• Modeled and textured optimized realistic game assets and props from references or concepts using Zbrush for sculpting detail, Maya for optimization, MASH for workflow efficiency, and Substance Painter to texture.
• Worked independently while communicating with my producer for feedback to maintain the visual consistency and quality of the assets.