3D Prop, Hardsurface and Environment artist working with Unreal Engine. Began doing serious 3D work in 2017. Started in various modding communities before moving to UE for personal and contract work.
I work with 3ds Max, Zbrush, and Substance Painter for day to day workflow.
-Create hero props and other assets on request from World Design.
-Review, quality check, and provide feedback to 3rd party outsource studio on 3D art.
-Document and establish internal art standards and methods on company wiki.
-Created game ready assets on several internal and outsourced projects.
-Assets were created for UE5 including nanite and low poly versions with appropriate levels of fidelity.
-Worked from image references through blockout to texturing, as well as recreating previously made assets that were of lower quality, and retopology of assets to modern standards including nanite versions.
-Worked with Level Design and created Environment set pieces, props and kits.
-Developed new trees and foliage using Nanite to create fully 3D high poly assets that out-perform traditional methods and are fully dynamic.
-Performed testing with Programming and Level Design for foliage performance and tweaked foliage materials.
Taught beginner to intermediate 3D artists basic workflow and polishing techniques. Responsible for implementation of all 3D and 2D assets, organization of 3D and 2D departments. Worked on various hero props and quality control on case by case basis.