Kesavasundaram Reghunathan
I’m a real-time prop and environment 3D artist with 2.5 years of professional studio experience, and I enjoy building assets that balance strong visual read with believable material detail.
About
I’m a real-time prop and environment 3D artist with 2.5 years of professional studio experience, and I enjoy building assets that balance strong visual read with believable material detail. My work spans stylized and realistic pipelines, where I focus on clean silhouettes, production-ready topology, and PBR texture sets that hold up under real-time lighting.
I’ve worked across the full game-art asset workflow—blocking and sculpting in Maya and ZBrush, retopology and UVs, baking in Marmoset Toolbag, texturing in Substance Painter/Designer, and integrating into Unreal Engine 4/5 with correct LODs, collisions, and material instances. I hold an MA in Games Art and Design from the University of Hertfordshire, and I’m especially interested in modular environment kits, hard-surface prop production, and presentation-ready turntables and mood lighting for art direction reviews.
- 3 years' experience
- Joined September 2026
Industry experience
- Gaming
- Media & Entertainment
- Professional Services
- Computers & Electronics
Work experience· 6 roles
Created hard-surface props (weapons, vehicles, structural set-pieces) from concept references in Maya/ZBrush, following polycount and scale targets set by the art lead. Authored PBR texture sets in Substance Painter (albedo, roughness, metallic, normal) and set up material instances in UE5. Integrated assets into Unreal Engine 5 with Nanite settings, collision meshes, and LODs, and baked high-to-low normal maps and ambient occlusion in Marmoset Toolbag. Maintained consistent naming/folder conventions and managed assets in Perforce (P4V). Applied UV unwrapping best practices, including seam minimization, texel-density planning, and UDIM usage when needed.
Created hard-surface props (weapons, vehicles, structural set pieces) from concept reference in Maya and ZBrush, following art lead direction and team polycount/scale specifications. Authored PBR texture sets in Substance Painter (albedo, roughness, metallic, normal) and set up material instances in the UE5 Material Editor. Integrated assets into Unreal Engine 5, configuring Nanite settings, collision meshes, and LOD levels per pipeline requirements. Baked high-to-low normal maps and ambient occlusion in Marmoset Toolbag, then managed UV best practices in Maya for clean visible surfaces and consistent texel density. Maintained asset organization and version control via Perforce (P4V), including naming and folder conventions in the shared depot.
Built modular environment kits in Maya and Substance Designer across multiple biome themes for handoff to level design. Sculpted hero terrain and architectural elements in ZBrush, then retopologised to production-ready low-poly meshes within in-engine budget targets. Placed and configured foliage, terrain layers, and environment props in Unreal Engine 4 to build game-ready scenes. Prepared reference packs and asset specification sheets to support outsource/vendor communication, and created basic environment lighting mood passes in UE4 using HDRI and dynamic lights. Authored tileable surface textures (stone/wood/dirt) in Substance Designer, keeping memory manageable via shared atlas/material instancing.
Education
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