u
unexpected6

Asof

@unexpected6

3D Artist, 3D Environment Artist

Indonesia
Turco, Inglese
Alcune informazioni sono riportate in lingua inglese.
Chi sono
3D Artist & Environment Specialist designing immersive, optimized worlds balancing artistic and technical performance. I build high-fidelity landscapes and architectural environments both interior and exterior optimized for real-time performance. Skilled in: Unreal Engine 5, ZBrush, Gaea, Substance Painter, Substance Designer, SpeedTree, Blender, Marvelous Designer, Houdini, RizomUV, Marmoset Toolbag, and Photoshop.... Continua a leggere

Competenze

u
unexpected6
Asof
offline • 
Tempo di risposta medio: 1 ora

Consulta i miei servizi

Oggetti ed Elementi
I will make realistic 3d props for games
Sfondi e Ambienti
I will create realistic 3d game environments

Portfolio

Esperienza lavorativa

Tack_Entertainment

3D Environment Artist & Designer

Tack Entertainment • Full time

Jun 2025 - Present1 yr 3 mos

Owned the end-to-end production of multiple interior and exterior environments for Apple Vision Pro, Meta Quest 3, Unity, Unreal Engine, and XR-focused projects. Responsibilities included blockout, terrain and modular environment creation, prop creation, UV mapping, texturing, material and shader development, scene assembly, set dressing, lighting, optimization, integration, debugging, and final delivery. Also supported technical environment workflows through master materials, LOD setup, build testing, XR optimization. Worked independently across a wide range of environment-production challenges, balancing visual quality, performance, and platform limitations throughout development. Contributed to look development, scene organization, pipeline problem-solving, and workflow improvements while maintaining consistency across multiple environments. In addition to production work, conducted research and testing for immersive platforms, including Apple Vision Pro and Meta Quest 3, with a focus on XR performance.

3D Modeler

share • Full time

Jun 2025 - Jun 20250 mos

Developed high-fidelity 3D assets for cinematic and promotional productions, focusing on sculpting, look development, shader creation, and final presentation rendering workflows. Created detailed high-poly character sculpts in ZBrush with strong anatomical accuracy, clean surface definition, and production-ready quality for high-resolution rendering pipelines. Handled material creation, shader setup, rendering, and final presentation polish