My work can be viewed at:
My primary creative focus is 3D environment artwork for games. I have extensive skills with creating and optimizing materials and shaders for maintaining physical correctness as well keeping within technical restrains and and budgets. Capable in development for AAA/PC/Console/Facebook/Mobile formats.
-Create material and model variations of products based on furniture from Houzz Catelog
-Create and adjust textures and models for use in Augmented Reality
-Generate Textures for Pipeline Usage within Engine.
-Critique and edit Outsource Models and textures for accuracy as well as adjustments for pipeline usage.
-Maintain vast library of materials.
-Add metadata and collision data to models using Houzz proprietary tools
-Optimize level performance without taking away from Art Direction.
-Work on creating better and efficient asset pipelines for production.
-Audit levels for material Physically-based correctness.
-Work on testing and fixing tools to help with automating asset correctness based on production guidelines.
-Evaluate and improve game textures for PBR correctness.
-Assist with debugging and fixing lighting and shader issues.
-Assess and alter Textures and Materials for a final pass for the project.
-Optimize assets based on diskspace and number of assets per level.
-Test out Photogrammetry pipeline and ways to improve it
-Created Hi-poly, Low-poly models.
-Baked down textures from models and placed them in the Quixel Suite for intial texturing pass.
- Create renders from Intial rendering software for intial okay from producer.
-Publish textures based on engine quality and necessary material requirements.
-Create renders within game engine for marketing use.
Create PBR Texture (Albedo, Metallic, Roughness, AO, Normal and Height maps) and materials from varying given base textures ranging from diffuse and normal maps and 3D models with strict texture resolution budgets.
-Developed and rendered design dimension plans for VR Cube design and also printing of interior and exterior cloth covering.
-Stylized PBR Texture development, optimization, and implementation
-High | Low poly modeling and texturing of environment buildings, landscapes, and props
-Process development, art direction, and visual standard establishment.