Modelling: hardsurface / UV / sculpting / optimized
- proficient in hard surface modeling creating realistic and detailed assets that fit the performance expectation – able to bake in different software: 3Ds Max / X-normal / Painter / Designer / Quixel
- sculpting for high poly creation in Z-Brush, retopology in Max
Texturing: realistic / stylised / procedual / traditional
- capable of creating realistic looking textures & materials in a PBR metal & roughness workflow – alpha creation in Photoshop or Substance Designer
Rendering: shader / lighting / level creation / implementation
- strong in creating real-time environments with custom shaders and atmospheric lighting – basic knowledge with raytracers like V-Ray / Cycles