I am a senior 3d artist with over 13 years of experience working in games as a 3d artist , 1 year working in production as a generalist and 7 years of 3d printing.
Software experience:
- Autodesk Maya - 8 years professional experience ( 14 years personal experience since Alias Maya 4.5).
- Zbrush - 6 years professional experience ( 14 years personal experience since Zbrush 2.5).
- Photoshop - 8 years professional experience ( 14 years personal experience).
- Substance Painter - around 2-3 years professional experience ( since beta).
- Marvelous Designer - around 2-3 years professional experience ( since MD3).
- Bitmap2Material3 - around 2 years professional experience
- Mudbox - around 1 year professional experience
- Bodypaint - around 2 years professional experience ( 5 years personal experience)
- V-ray - 2 years personal experience
- Xnormal - 6 years professional experience ( 14 personal experience)
- Krakatoa My - basic experience
- World Machine - 2 years personal experience
- Autodesk Composite - 1 year professional experience ( 3 years personal experience)
- Houdini - beginner
- Unreal engine 4 - beginner
- Marmoset - 2 years personal experience
- After Effects - intermediate
Worked at Bozzy Studios as a Character Artist.
I worked on personal projects and freelance work for different clients during this period.
At Atypical Games i worked as a 3d artist where i was responsible with creating high quality PBR assets and characters.
I was responsible for teaching some of the artist the new workflow and also Substance painter because i have a lot of experience with it having been using it since beta.
Games i worked on:
-Breitling Reno Races IOS
-Rise of Glory IOS
-Sky Gamblers Air Supremacy IOS
-Sky Gamblers Storm Raiders IOS and PC
-Sky Gamblers Cold War IOS
-Battle Supremacy IOS
-Radiation Island IOS and PC
-Battle Supremacy Evolution IOS
-Infinite Tanks IOS and PC
-Radiation City IOS
-Unannounced Title
At Flexidea i worked on the same position as a 3d generalist doing mostly the same thing as my previous job but at a higher lever of quality having transitioned to using mental ray shaders.
My first job was at 3d Walker Animation Studio as a 3d generalist where i was envolved with most of the pipeline which envolved making video ringtones for mobile content. The content consisted of creating stylized characters that would sing and dance, the animations contained 750 frames at 25 FPS. I was responsible for modelling, uv mapping, texturing, sculpting characters and assets as well as rigging, skinning, particle simulations, cloth simulations, hair and fur simulations, rendering, renderpass for compositing and also compositing.