I am a 3D Generalist with over ten years of experience.
Throughout my career, I’ve gained the maximum benefit from my work by consistently delivering high-quality results and never stopping my self-improvement.
I know Blender very well — using its shortcuts feels as natural to me as playing a musical instrument.
My expertise ranges from creating models for 3D printing and architectural design to fully rigged and animated game characters — from cinematics to core gameplay animations.
Main workflow: Blender, Unreal Engine
In this company, I’m responsible for 3D quality assurance, the design of retopology and animation retargeting workflows, and the creation of high-quality assets.
Pipeline: Blender and Unreal Engine 4.
My responsibilities:
Creating custom character skeletons and rigs;
Creating gameplay animations for characters;
Designing and optimizing asset creation workflows and export layouts from Blender to Unreal Engine;
Animation retargeting;
Retopology of high poly sculpts;
UV Unwrapping and preparing models for baking and texturing.
My roles: 3d modeling, procedural FX (Geometry Nodes and Shader Nodes), sculpting, texturing, skinning, rigging, tech animation creation, game asset creation, real-time rendering.
I actively contribute to the improvement of Blender.
3D modeling, texturing, and shading (including the creation of complex shader node networks), scene optimization (cleaning, adjusting cameras, organizing object hierarchies, and full scene management), as well as creating various environments and assets for the production of the Baldy Heights film at Pitchi Poy Studio — all done in Blender 2.80 Alpha.
Working on this project had a significant impact on Blender’s development: I collaborated directly with the developers to improve the workflow and participated in bug tracking.
3D modeling of Low-poly characters for mobile games in Blender.
Modeling PBR furniture under the AR platform.