Freelance 3D artist, specialized in the creation and animation of realistic or semi- realistic characters for animated or still renders, and also in the export of various resources, ready to use in game engines, such as Unreal Engine or Unity.
While my favorite softwares are Character Creator, Iclone, Blender, which I use since 2009, Zbrush, DazStudio, 3dsmax, Substance Painter, Photoshop, Marvelous Designer, I acquired a solid knowledge of Unreal Engine 4 and 5, especially in the assimilation and application of pipelines to make characters playable directly in Unreal. However, learning new resources doesn’t scare me, as I am a fast learner and not afraid to get out from my comfort zone in learning new processes.
After 2 years at Wilder World as a full-time lead character artist and freelance for other platforms, mainly Cgtrader, Youtube & Fiverr, I’ve acquired solid experience in working in a high-performance team in assignments such as rigging, weightmapping, texturing, modeling and sculpting (see attached CV). I was entirely in charge of creating 3D characters or objects from 2D concepts provided by a concept artist. Once the characters were finished, my job was to record realist movements using my motion capture suit (neuron mocap PN3), clean them afterwards and finally integrate them into the Unreal Engine, in constant communication with the dedicated animation team.
What’s more, I was able to benefit from the in-house tutoring of a Senior Artist, Jonathan Reilly (aka InnerFreak), to perfect the 3D creation process and make the 3D models even more optimized without any loss of visual quality.
Over the last few months, I’ve been working for independent studios in the video game, PC and mobile sectors, bringing together the same missions described a few lines above. Last month, I worked for Bweez and Apanache in collaboration with L’Oréal Paris teams to build their “store of the future”. I was in charge of creating hyper-realistic characters and then animating them to integrate them into the virtual retail space. The aim was to focus on realistic lighting and facial expressions (which I produced myself using facial motion capture equipment I own), and more particularly on eye movements to create a strong impact and better immersion for the audience. Realism had to be at the service of greater customer identification with the main characters.
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