Well experienced 3d generalist with a background in games production, animation film, commercial work and visualisation. My work has encompassed most aspects of graphics production, though character animation has mainly been done by others (dedicated animators). Periodically I have had a lot of focus on shading/texturing, material pipeline, rendering and compositing (late pipeline stuff), but usually I have had my fingers in most aspects of a production.
Started off as a generalist, advising the art team on production in Unreal Engine (5x), produced a pr video for an unboxing event (related to web3 asset drop for backers), featuring lots of pyro and smoke sims from Houdini, rendered with Arnold in Maya.
Later my role was converted to tech artist, where I set up the asset constraints for production of models, materials and textures, wrote lengthy documentation regarding "best practices" for the art team, tried to ease and guide the art team into using Unreal, helped the modeller with re-topology and UV unwraping produced on the characters, created an assortment of material functions for collaborative use, handled level lighting, dabbled in some impact FX for characters on shields, handled general optimization and janitorial tasks in the levels and asset database. I also did some light blueprint work when needed to assist with general stuff.I also started on (an ultimately abandoned) journey to create procedural level assets in Houdini for the art team, using Houdini Engine.
Generalist work with asset creation, look development and set dressing.
Generalist. Focus on lookdev. Realtime UE4.
Commercial, promotional and feature film work. Individually and in teams.
Mostly modeling, lookdev, simple animations, and lighting\rendering.
Maya, Substance Designer and Arnold.
Architectural visualisation work. Team of 3, though mostly solo projects.
Visualisation work for internal departments and to a certain extent external clients. Mostly Architectural, Landscaping, and City planning.
Generalist work on most aspects of production on commercials and character artist on a movie. Modelling, uv, texturing, skinning, rigging (occasional), animation (occasional), shaders, lighting, render and compositing.
Responsible for maintaining the live edit of the Film " Free Jimmy", and coordinating the shot status between the director/producer and the animators, while making sure each daily shot update (daily playblast) was presentable and error free.
Generalist work. Modelling, uv, texturing, skinning, animation of game assets for "The Longest Journey" and "No Escape".
Worked on animation videos for the longest Journey, and Anarchy online (weekly story updates). Modelling, uv, texturing, skinning, rigging, animation, mocap cleanup, shading, lighting, rendering and post prod.