I have been creating 3D models for the past 5 years, with a range of skills spanning from rigged characters to hard-surface modeling. I create stylized characters using line art and vibrant colors. I also create characters in a semi-realistic style with baked textures and a high level of detail. My workflow ranges from concept art, which I create in Photoshop, to rigging and skinning, enabling me to produce characters and assets ready for use in animation, beauty renders for visuals, 3D printing, or for game engines such as Unity or Unreal Engine. I have also worked on: - optimizing assets for mobile devices in Unity (modeling and integrating assets into Unity) - AR projects with Adobe Aero (augmented reality images for information panels) - photogrammetry using an iPhone’s Lidar technology and Meshroom software. In the past, I’ve worked with several teams with different needs: - Engineers with whom I created 3D visuals of machines for the pharmaceutical industry. The project ranged from redesigning a .CAD file to editing 3D videos using Maya, Blender, and After Effects. - Mobile game developers (an exploration game in the style of Pokémon GO) with whom I created 3D assets optimized for a Unity workflow. - Clients who are fans of video game characters and wanted 3D-printed figurines (creating a print-ready 3D model, printing the figurine in resin, and painting it). Regarding texturing, I create my own textures (PBR and hand-painted) while ensuring compatibility across software and optimizing them for performance. I can bake textures as needed and am able to export them for game engines, for beauty renders, or to other modeling software such as Maya or Blender for animation. Regarding topology, I adhere to the specified polycount as requested. Over time, I’ve developed techniques for polygon reduction in Maya and Blender. Regarding rigging and skinning, I’ve established a workflow using AutoRig Pro in Blender, optimized for export to Unity and Unreal, for producing animations or beauty renders. I am able to adapt to specific needs, feedback, and the established workflow; I also adapt to resolve any issues that may arise throughout the project. My work is advisory in nature, but it is first and foremost based on listening and incorporating feedback from the team to ensure the project meets the specific needs. For more details about my work, please take a look at my portfolio, where you can view my demo reels by clicking the links in each project (“View Animations”). : _Website not available. Sign in: https://www.twine.net/signup_ Thank you in advance for your feedback, and have a great day. Please feel free to contact me if you need any additional information. Aubry Lachainaye Océane 3D Modeler – An’Myl 3D Studio – Isère, France.

Océane Aubry Lachaínaye

I have been creating 3D models for the past 5 years, with a range of skills spanning from rigged characters to hard-surface modeling. I create stylized characters using line art and vibrant colors. I also create characters in a semi-realistic style with baked textures and a high level of detail. My workflow ranges from concept art, which I create in Photoshop, to rigging and skinning, enabling me to produce characters and assets ready for use in animation, beauty renders for visuals, 3D printing, or for game engines such as Unity or Unreal Engine. I have also worked on: - optimizing assets for mobile devices in Unity (modeling and integrating assets into Unity) - AR projects with Adobe Aero (augmented reality images for information panels) - photogrammetry using an iPhone’s Lidar technology and Meshroom software. In the past, I’ve worked with several teams with different needs: - Engineers with whom I created 3D visuals of machines for the pharmaceutical industry. The project ranged from redesigning a .CAD file to editing 3D videos using Maya, Blender, and After Effects. - Mobile game developers (an exploration game in the style of Pokémon GO) with whom I created 3D assets optimized for a Unity workflow. - Clients who are fans of video game characters and wanted 3D-printed figurines (creating a print-ready 3D model, printing the figurine in resin, and painting it). Regarding texturing, I create my own textures (PBR and hand-painted) while ensuring compatibility across software and optimizing them for performance. I can bake textures as needed and am able to export them for game engines, for beauty renders, or to other modeling software such as Maya or Blender for animation. Regarding topology, I adhere to the specified polycount as requested. Over time, I’ve developed techniques for polygon reduction in Maya and Blender. Regarding rigging and skinning, I’ve established a workflow using AutoRig Pro in Blender, optimized for export to Unity and Unreal, for producing animations or beauty renders. I am able to adapt to specific needs, feedback, and the established workflow; I also adapt to resolve any issues that may arise throughout the project. My work is advisory in nature, but it is first and foremost based on listening and incorporating feedback from the team to ensure the project meets the specific needs. For more details about my work, please take a look at my portfolio, where you can view my demo reels by clicking the links in each project (“View Animations”). : _Website not available. Sign in: https://www.twine.net/signup_ Thank you in advance for your feedback, and have a great day. Please feel free to contact me if you need any additional information. Aubry Lachainaye Océane 3D Modeler – An’Myl 3D Studio – Isère, France.

Available to hire

I have been creating 3D models for the past 5 years, with a range of skills spanning from rigged characters to hard-surface modeling. I create stylized characters using line art and vibrant colors. I also create characters in a semi-realistic style with baked textures and a high level of detail.

My workflow ranges from concept art, which I create in Photoshop, to rigging and skinning, enabling me to produce characters and assets ready for use in animation, beauty renders for visuals, 3D printing, or for game engines such as Unity or Unreal Engine.

I have also worked on:

  • optimizing assets for mobile devices in Unity (modeling and integrating assets into Unity)
  • AR projects with Adobe Aero (augmented reality images for information panels)
  • photogrammetry using an iPhone’s Lidar technology and Meshroom software.
    In the past, I’ve worked with several teams with different needs:
  • Engineers with whom I created 3D visuals of machines for the pharmaceutical industry. The project ranged from redesigning a .CAD file to editing 3D videos using Maya, Blender, and After Effects.
  • Mobile game developers (an exploration game in the style of Pokémon GO) with whom I created 3D assets optimized for a Unity workflow.
  • Clients who are fans of video game characters and wanted 3D-printed figurines (creating a print-ready 3D model, printing the figurine in resin, and painting it).

Regarding texturing, I create my own textures (PBR and hand-painted) while ensuring compatibility across software and optimizing them for performance. I can bake textures as needed and am able to export them for game engines, for beauty renders, or to other modeling software such as Maya or Blender for animation.

Regarding topology, I adhere to the specified polycount as requested. Over time, I’ve developed techniques for polygon reduction in Maya and Blender.

Regarding rigging and skinning, I’ve established a workflow using AutoRig Pro in Blender, optimized for export to Unity and Unreal, for producing animations or beauty renders.

I am able to adapt to specific needs, feedback, and the established workflow; I also adapt to resolve any issues that may arise throughout the project.

My work is advisory in nature, but it is first and foremost based on listening and incorporating feedback from the team to ensure the project meets the specific needs.

For more details about my work, please take a look at my portfolio, where you can view my demo reels by clicking the links in each project (“View Animations”). : Website not available. Sign in: https://www.twine.net/signup
Thank you in advance for your feedback, and have a great day.
Please feel free to contact me if you need any additional information.

Aubry Lachainaye Océane
3D Modeler – An’Myl 3D Studio – Isère, France.

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Work Experience

Alternance Design Graphique et Numérique (3D dans l’engineering) at Becton Dickinson
January 1, 2025 - January 1, 2025
Mission orientée engineering : réalisation de contenus/modèles 3D dans un contexte industriel.
Freelance modélisation 3D
January 1, 2025 - Present
Réalisation de modèles 3D pour des professionnels et des particuliers, en autonomie, pour des besoins de production et/ou de présentation.
Création d’un site internet pour un SSU
January 1, 2022 - January 1, 2022
Création d’un site internet et/ou d’une affiche pour un SSU.
Alternance Design Graphique et Numérique (3D dans l’engineering) at Becton Dickinson
January 1, 2022 - January 1, 2022
Mission orientée engineering : réalisation de contenus/modèles 3D dans un contexte industriel.
Préparateur de commandes at Lidl
January 1, 2021 - January 1, 2021
Préparation de commandes (palettes) en CDD.
Stage (chantier et outils) - Gestion des risques at Baurès Prolians
January 1, 2019 - January 1, 2019
Création d’un dossier de Gestion des Risques.

Education

Mastère Design Graphique & Numérique at École EFET CRÉA, Grenoble
January 1, 2025 - January 1, 2025
Licence Design at Université de Nîmes
January 1, 2022 - January 1, 2022
BTS Gestion de la PME at Lycée René Gosse, Clermont-l’Hérault
January 1, 2020 - January 1, 2020
BAC STMG at Lycée Feuillade, Lunel
January 1, 2018 - January 1, 2018

Qualifications

Industry Experience

Education, Professional Services, Manufacturing, Travel & Hospitality, Media & Entertainment

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