As a self-taught and independent 3D and 2D artist, I possess a deep passion for procedural workflows, particularly in rigging and 3D animation. I specialize in PBR texturing and rendering techniques, bringing a high level of detail to my work. Additionally, I indulge in 2D frame-by-frame animation as a personal hobby, showcasing my dedication to the artistry of visual storytelling.

Jay Vincent Tenedero

5.0 (1 review)

As a self-taught and independent 3D and 2D artist, I possess a deep passion for procedural workflows, particularly in rigging and 3D animation. I specialize in PBR texturing and rendering techniques, bringing a high level of detail to my work. Additionally, I indulge in 2D frame-by-frame animation as a personal hobby, showcasing my dedication to the artistry of visual storytelling.

Available to hire

As a self-taught and independent 3D and 2D artist, I possess a deep passion for procedural workflows, particularly in rigging and 3D animation. I specialize in PBR texturing and rendering techniques, bringing a high level of detail to my work. Additionally, I indulge in 2D frame-by-frame animation as a personal hobby, showcasing my dedication to the artistry of visual storytelling.

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Skills

3D
3D Model
An
Animation
3D
3D Animation

Experience Level

3D Model
Expert
Animation
Expert
3D Animation
Intermediate

Language

English
Advanced

Education

Bachelor or Science - Entertainment Multimedia Computing - Digital Animation at FEU Institute of Technology
December 10, 2024 - December 10, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Computers & Electronics
    uniE613 Falbyr - The Emberwing Wyvern of Lumenforge
    Falbyr The Emberwing Wyvern of Lumenforge ✨ Created in Maya 1080p Render Migrating the animation from Maya to Unreal Engine was quite a challenge due to rigging issues. Some unfamiliar settings had me seeking guidance from the Unreal and Maya communities, while other solutions were uncovered through my own exploration. I experimented with Houdini's VDB for fire particles, but eventually switched to Niagara due to VDB’s complexity. While I’m not fully equipped to handle that process yet, it’s a skill I’m excited to master in the future. Though I'm proud of Falbyr's textures, there’s room for improvement, and I plan to revisit them when I animate the wyvern again. For the wings, I used Maya's nCloth simulation post-animation, though the simulation could be smoother. The gaps between the spar bones and mainsails are also areas I aim to refine. This project has been an incredible learning journey. I started in June with sculpting and texturing, moved to full-body and facial rigging in September, and wrapped up the animation, simulation, and rendering in November. It’s fulfilling to see this dream project come to life—one I envisioned almost three years ago. Manifesting it and bringing it to reality has been a rewarding experience, and I’m excited to continue honing my craft.