I've been working as a 3D artist for a few years now, mostly on the product and architectural side but with a strong foundation in hard surface work. For Nfinite.App, I modeled home appliances, furniture, and electronics — all strict brand standards, clean topology, proper UVs, the whole deal. I've also done architectural visualization and game-ready assets, including weapons and props, so I understand the pipeline from high poly to low poly, baking maps, and getting things into an engine.
My toolkit:
- 3Ds Max : my main software, this is where I make the models and in both its low and high poly versions and UV Layouts except for very complicated models which I use RizomUV.
- Blender : I also use blender for some quick iteration or for some of the scripts that are in there, I also like the viewport rendering in cycles or EEVEE to better decide on the final look of the model.
- Substance Painter : texturing is where I spend a lot of my time. I know my way around material properties, hand-painted details, and photographic references.
- Affinity Suit : my photoshop alternative I use it for post-processing, texture refinement, and anything that needs a quick fix.
- Unreal Engine : I have played around with unreal engine and used it for a few projects that were large scale government projects “like making a damn and canal system.
What I can bring to your team:
- Clean topology with proper edge flow and subdivision-ready modeling
- Efficient UV mapping with good texel density and optimized texture space
- Baking atlases and maps (Diffuse, Normal, AO, etc.) in Blender, Substance, or Marmoset
- Optimization and retopology of existing assets
- Customization and tuning components for vehicles