On Lady Umbrella, I worked as the 3D Prop and Environment Artist, where my responsibilities spanned visual development, asset creation, and establishing the technical foundations that supported the project\'s artistic direction.
Throughout the project, I was responsible for transforming 2D concept art into fully realized 3D environments and props, ensuring both artistic fidelity and real-time performance. I developed modular asset systems that supported scalable and reusable level construction within the engine.
My work included:
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High-poly sculpting, hard surface modeling, retopology, mesh cleanup, and custom brush/alpha creation in ZBrush.
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Modeling, UV mapping, lighting (Arnold), material creation (Hypershade), and high-definition rendering in Maya and 3ds Max.
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Shader creation, level design, modular workflows, Blueprint animations, optimization, and final rendering in Unreal Engine.
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High-detail baking and texturing in Substance 3D Painter.
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Creation of tileable textures and alphas in Substance Designer.
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Trim sheet workflows using ZBrush and Substance 3D tools for efficient texture reuse.
I focused heavily on real-time optimization, applying clean topology, efficient UV layouts, and material instancing to ensure performance without compromising visual quality. Additionally, I contributed to foliage creation, terrain sculpting, and landscape blending to support immersive environment design.
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