3D Environment Artist who specialize in 3D modelling, Texturing, and lighting.
I have a great understanding of Unreal Engine, optimized game ready models, complex material shaders, and PBR workflow from texturing, Trim sheets, UV space utilization, Texel density and RGBA layers.
I always aim to improve my artistic skills and hopes to bring a positive environment to the team.
Created Assets
Designed maps and set dressing
Optimization, Textures, modelling
Generated Foliage
Used Speedtree, Maya, Substance Painter
Worked close with art director
Created Advance Materials
Works with Lead Artist to create foliage assets.
Set Dressing ground levels with grass and foliage assets using Mash nodes in Maya.
Creates Trees using Speedtree using a concept art provided.
Responsible of creating multiple Arena levels, and generating advance materials for different variations of color.
Generates foliage using Ue4 and finding fastest way to achieve procedural spawn objects to create a forest.
Working closely with concept artist and analyzing technical problems that may encounter before proceeding pre-production.