Freelance 3D artist, specialized in the creation and animation of realistic or semi- realistic characters for animated or still renders, and also in the export of various resources, ready to use in game engines, such as Unreal Engine or Unity. While my favorite softwares are Character Creator, Iclone, Blender, which I use since 2009, Zbrush, DazStudio, 3dsmax, Substance Painter, Photoshop, Marvelous Designer, I acquired a solid knowledge of Unreal Engine 4 and 5, especially in the assimilation and application of pipelines to make characters playable directly in Unreal. However, learning new resources doesn't scare me, as I am a fast learner and not afraid to get out from my comfort zone in learning new processes. After 2 years at Wilder World as a full-time lead character artist and freelance for other platforms, mainly Cgtrader, Youtube & Fiverr, I've acquired solid experience in working in a high-performance team in assignments such as rigging, weightmapping, texturing, modeling and sculpting (see attached CV). I was entirely in charge of creating 3D characters or objects from 2D concepts provided by a concept artist. Once the characters were finished, my job was to record realist movements using my motion capture suit (neuron mocap PN3), clean them afterwards and finally integrate them into the Unreal Engine, in constant communication with the dedicated animation team. What's more, I was able to benefit from the in-house tutoring of a Senior Artist, Jonathan Reilly (aka InnerFreak), to perfect the 3D creation process and make the 3D models even more optimized without any loss of visual quality. Over the last few months, I've been working for independent studios in the video game, PC and mobile sectors, bringing together the same missions described a few lines above. Last month, I worked for Bweez and Apanache in collaboration with L'Oréal Paris teams to build their "store of the future". I was in charge of creating hyper-realistic characters and then animating them to integrate them into the virtual retail space. The aim was to focus on realistic lighting and facial expressions (which I produced myself using facial motion capture equipment I own), and more particularly on eye movements to create a strong impact and better immersion for the audience. Realism had to be at the service of greater customer identification with the main characters.

Kalex W

Freelance 3D artist, specialized in the creation and animation of realistic or semi- realistic characters for animated or still renders, and also in the export of various resources, ready to use in game engines, such as Unreal Engine or Unity. While my favorite softwares are Character Creator, Iclone, Blender, which I use since 2009, Zbrush, DazStudio, 3dsmax, Substance Painter, Photoshop, Marvelous Designer, I acquired a solid knowledge of Unreal Engine 4 and 5, especially in the assimilation and application of pipelines to make characters playable directly in Unreal. However, learning new resources doesn't scare me, as I am a fast learner and not afraid to get out from my comfort zone in learning new processes. After 2 years at Wilder World as a full-time lead character artist and freelance for other platforms, mainly Cgtrader, Youtube & Fiverr, I've acquired solid experience in working in a high-performance team in assignments such as rigging, weightmapping, texturing, modeling and sculpting (see attached CV). I was entirely in charge of creating 3D characters or objects from 2D concepts provided by a concept artist. Once the characters were finished, my job was to record realist movements using my motion capture suit (neuron mocap PN3), clean them afterwards and finally integrate them into the Unreal Engine, in constant communication with the dedicated animation team. What's more, I was able to benefit from the in-house tutoring of a Senior Artist, Jonathan Reilly (aka InnerFreak), to perfect the 3D creation process and make the 3D models even more optimized without any loss of visual quality. Over the last few months, I've been working for independent studios in the video game, PC and mobile sectors, bringing together the same missions described a few lines above. Last month, I worked for Bweez and Apanache in collaboration with L'Oréal Paris teams to build their "store of the future". I was in charge of creating hyper-realistic characters and then animating them to integrate them into the virtual retail space. The aim was to focus on realistic lighting and facial expressions (which I produced myself using facial motion capture equipment I own), and more particularly on eye movements to create a strong impact and better immersion for the audience. Realism had to be at the service of greater customer identification with the main characters.

Available to hire
credit-card $181 per day ($22.63 per hour)

Freelance 3D artist, specialized in the creation and animation of realistic or semi- realistic characters for animated or still renders, and also in the export of various resources, ready to use in game engines, such as Unreal Engine or Unity.
While my favorite softwares are Character Creator, Iclone, Blender, which I use since 2009, Zbrush, DazStudio, 3dsmax, Substance Painter, Photoshop, Marvelous Designer, I acquired a solid knowledge of Unreal Engine 4 and 5, especially in the assimilation and application of pipelines to make characters playable directly in Unreal. However, learning new resources doesn’t scare me, as I am a fast learner and not afraid to get out from my comfort zone in learning new processes.

After 2 years at Wilder World as a full-time lead character artist and freelance for other platforms, mainly Cgtrader, Youtube & Fiverr, I’ve acquired solid experience in working in a high-performance team in assignments such as rigging, weightmapping, texturing, modeling and sculpting (see attached CV). I was entirely in charge of creating 3D characters or objects from 2D concepts provided by a concept artist. Once the characters were finished, my job was to record realist movements using my motion capture suit (neuron mocap PN3), clean them afterwards and finally integrate them into the Unreal Engine, in constant communication with the dedicated animation team.

What’s more, I was able to benefit from the in-house tutoring of a Senior Artist, Jonathan Reilly (aka InnerFreak), to perfect the 3D creation process and make the 3D models even more optimized without any loss of visual quality.

Over the last few months, I’ve been working for independent studios in the video game, PC and mobile sectors, bringing together the same missions described a few lines above. Last month, I worked for Bweez and Apanache in collaboration with L’Oréal Paris teams to build their “store of the future”. I was in charge of creating hyper-realistic characters and then animating them to integrate them into the virtual retail space. The aim was to focus on realistic lighting and facial expressions (which I produced myself using facial motion capture equipment I own), and more particularly on eye movements to create a strong impact and better immersion for the audience. Realism had to be at the service of greater customer identification with the main characters.

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Skills

3D
3D Animation
3D
3D Design
3D
3D Model
An
Animation
Blender
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Experience Level

3D Animation
Expert
3D Design
Expert
3D Model
Expert
Animation
Expert
Blender
Expert
Character Design
Expert
Reallusion Character Creator
Expert
Reallusion iClone
Expert
Substance Painter
Expert
Unreal Engine 4
Intermediate
ZBrush
Intermediate
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Language

French
Fluent
Spanish; Castilian
Fluent
English
Advanced
Portuguese
Intermediate

Industry Experience

Media & Entertainment, Gaming, Professional Services
    uniE621 Margot Robbie_Harley Quinn Digital Double
    same process as for Sandra Bullock, replicated the head using Headshot and Skingen in Character Creator. Sculpted and refined the head morph in Character Creator, Blender and Zbrush. Modeled the outfit in Blender and Zbrush and textured in Substance Painter.
    uniE621 Ben Affleck_Batman Digital Double
    same process as for Superman, replicated the head using Headshot and Skingen in Character Creator. Sculpted and refined the head morph in Character Creator, Blender and Zbrush. Modeled the suit and cape in Blender and Zbrush and textured in Substance Painter. Added some armor details with hardsurface sculpting and textured it in Substance.
    uniE621 Henry Cavill Digital Double_Superman
    same process as for Sandra Bullock, replicated the head using Headshot and Skingen in Character Creator. Sculpted and refined the head morph in Character Creator, Blender and Zbrush. Extracted the hair from Metahuman and sculpted it in Blender, thanks to the new hair cards system. Modeled the suit and cape in Blender and Zbrush and textured in Substance Painter.
    uniE621 Sandra Bullock Digital Double Attempt
    As the title says, I tried to create a digital double of one of my favorite actresses, Sandra Bullock, for a personal project, using Headshot & Skingen from Character Creator, refining the body and morph details in Zbrush and Blender.
    uniE621 Custom order from a client 3 - lego Man
    One of the most complex characters I had to make due to all the inspiration the client had to create it. It was meant to take inspiration from Lego, Mortal Kombat, Indiana Jones, Dragon Ball Z and Thanos from Avengers. Modelled in Character Creator, Zbrush, Blender and Substance Painter.
    uniE621 Custom Order 2
    Custom character made for another client. He wanted it to have a mix of 80s post-apocalyptic vibes (Mad Max in particular), with a touch of cyberpunk Modelled in Character Creator (rig), Blender and Zbrush (accessories and clothes) and Substance Painter.
    uniE621 Custom order 1
    Custon character made for a client, a mix between his own concepts, star wars (obviously). Modelled in Character Creator (rig), Blender and Zbrush (accessories and clothes) and Substance Painter.
    uniE621 Nyjah Huston_Digital Double
    Made using Character Creator, Blender, Zbrush and Substance Painter.
    uniE621 Frank Wilde_Main Character modelling for Wilder World
    Made the second main character for AAA metaverse Wilder World, modelled in Character Creator - Zbrush - Blender - Marvelous Designer. Optimized in Unreal and set cloth physics to work with collision.
    uniE621 Wilder World main Character attempt
    Worked from scratch on different versions on a main character for upcoming AAA game/metaverse Wilder World. Modelled everything using Blender, Zbrush, Character Creator, Substance Painter. Made it properly rigged and game ready for full integration in Unreal Engine 5.