I'm an Technical Artist with 6 years of experience in Unreal Engine. My speciality is procedural tools, using Unreal's PCG, Geometry scripting, Blueprints or Houdini's and Substance's ecosystems to create complex and reusable systems. You need some procedural houses, buildings, cities, ruins, racetracks, biomes, castles or anything like that ?
I also love other topics like lighting, cinematography, cinematics, control rig / animation blueprint, sculpting in Zbrush and the Substance Suite overall.
Various unannounced, films, Games, commercials (2023-2024):
- Lighting: Previs, 3d concept art, VR and VP, PBL
projects. Lumen software/hardware raytracing. Path Tracing.
- Environments: Houdini/Maya/Zbrush, Unreal modeling tools, landscapes.
- Optimization for VR and LED wall Virtual production shoots: Lumen / Nanite, Unreal Insights...)
- Lookdev: Advanced shader, advanced skin shading techniques, lookdev templates kit and tool production (Unreal)
- Modelling: Digi double, vehicles, environments, and props sculpts.( Zbrush Maya Houdini Unreal )
- Texturing: PBR texturing, tools, filters, OCIO substance research(Substance Painter, Designer, Sampler, Mari )
- Grooming: Advanced groom workflows for realtime projects and research. Teaching a small group of artist on Houdini groom.
-Programming: Blueprints in Unreal, tools, Widgets, Unreal USD research.
-Training: Teaching artists to use Unreal Engine for previs, lighting and environments.
Flite (2021-2023) :
- Previs modeling, layout, environment texturing / lookdev.
- Full texturing, lookdev and some modeling for the 3 main characters of the show.
- Training juniors and vfx artist to work in a real-time environment on our pipeline in Unreal.
- Lighting, rendering, debugging for final pixels.
Setting up pipeline for grooming between Houdini and Unreal Engine. Lookdev, lighting, animation and rendering in Unreal.
Various real-time and offline projects for an MMORPG game,
commercials and live events : Tooling, lighting, sculpting, texturing,
rendering, advanced materials.
I was in charge of UV mapping, texturing and create a basic look-dev for two creatures featuring in an upcoming TV show.
The production was done in Zbrush, Susbtance Painter, Rizom UV, Vray and Unreal Engine. The show was heavily featured by Epic Games on release.
Student in Game art and Management.