As an experienced Lead 3D Artist, I have extensive knowledge and skills in creating 3D models for both mobile and PC games. My skills include the use of advanced software such as Zbrush, Autodesk 3Ds Max, and Blender for modeling, as well as Substance Painter and Adobe Photoshop for texturing. In addition, I use Marmoset Toolbag, and Keyshot for rendering, and often use supplementary applications such as UV Layout, Unfold3D (RizomUV), and Marvelous Designer to further enhance the quality of my work. For the setup of my 3D models, I use Unreal Engine and Unity game engines in my pipeline. For hairstyles I use FiberShop.
My passion for education and development also motivates me to participate in educational activities to stay abreast of the latest industry trends and software updates. I also have experience using PTC Creo to create CAD models, which adds to my versatility as a skilled 3D artist.
As a Lead 3D Artist, I am responsible for supervising the entire process of creating in-game characters (organic, hard surface, stylized and realistic) and other assets, from initial design to final product. My position emphasizes active participation in research and development, process improvement, and team skill development. As Lead Character Artist, I manage both in-house and freelance 3D artists and foster strong relationships between different departments. In addition, I play a crucial role in the final polishing of all 3D content to ensure that the final project is of the highest quality we can deliver.
Supervise a group of character artists by offering effective leadership and making insightful decisions to ensure that all team members are working towards achieving the set objectives. Boosting 3D team as a unit
Provide mentorship to artists through guidance, feedback, and training.
Conducting interviews and assessments for prospective candidates while also evaluating the performance of current staff members. Addressing and resolving any performance or interpersonal conflicts within the team. Estimating the work for potential clients.
Work closely with tech artists, programmers, and animators to ensure that each 3d model takes full advantage of technology
In addition to regular pipeline modeling, I have experience in creating blendshapes for realistic facial animation. Understanding of techniques for creating game-ready hair. Working with vertex color. Creating modular characters and objects. Rendering of promotional material.
Sculpting, modeling, and texturing characters, props, weapons etc.
Mentorship, and participating in the educational activity.
High-poly and low-poly creating, basically characters, but not only.
Working with Zbrush, 3ds Max, Substance Painter, Photoshop, etc. Preparing models for animation and using them in a game engine. PBR and hand-paint texturing depend on a project.
Planning my own process of creating models. Working with Jira, Trello, Redmine, SVN.
Close cooperation with concept artists, game designers, and produсers.
Sculpting, modeling and texturing props, characters, weapons, environments, etc.
High-poly and low-poly creating, basically hard surface, but not only.
Working with 3ds max, Zbrush, Substance Painter, Photoshop, etc. Preparing models for animation and using them in a game engine. PBR and hand-paint texturing depend on a project.
Planning my own process of creating models. Working with Jira, Trello, Redmine, SVN.
Close cooperation with concept artists, game designers, and produсers.
Worked on such famous games as Minion Rush, Asphalt Xtreme, Iron Blade, Blitz Brigade, City Mania