From The legend of zelda video 3D animator videoeditor
- 3D Animator
- 3D Designer
- 3D Visualizer
- +3
I'm a self-taught 3D artist with a deep passion for continuous learning and exploration in the digital arts.
I’m a self-taught 3D artist with a deep passion for continuous learning and exploration in the digital arts. I began studying 3D modeling at the age of 16, and over the years, this passion has evolved into a versatile and multidisciplinary career. Through dedication and hands-on experience, I’ve had the opportunity to work across various creative and technical fields — from the development of interactive 3D filters for social media platforms to the implementation of detailed models and animations in immersive VR and XR environments.
My journey has been fueled by curiosity and a strong commitment to mastering the tools and techniques that bring digital experiences to life. I’m always looking for new challenges and opportunities to apply my skills in innovative projects that merge creativity with technology.
From The legend of zelda video 3D animator videoeditor
Developed stylized cartoon-like textures tailored for a neon-themed environment, enhancing the game’s unique aesthetic. Created hand-painted, PBR-based materials optimized for game engine performance. Ensured textures supported vibrant neon lighting contributing to an immersive atmosphere.
Implemented and integrated lowpoly and highpoly 3D models into XR/VR environments ensuring accurate scale, optimal topology, and performance optimization. Created hard surface and organic models including mechanical structures and character assets with adapted topology for animation and real-time rendering. Carried out UV mapping and multi-tile UDIM workflows for high-resolution texturing pipelines. Optimized assets by reducing polygon count and creating LODs without loss of visual quality. Created photorealistic textures emphasizing wear, imperfections, and material realism using Substance Painter and Photoshop. Applied PBR workflows to create base color, roughness, metallic, normal, and height maps. Tuned materials for multiple render engines such as Marmoset Toolbag, Blender, Unreal Engine 5, Unity 3D, V-Ray, and Keyshot. Performed baking of highpoly-to-lowpoly details including normals, ambient occlusion, curvature, and ID maps.
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