I'm a Technical 3D Artist specializing in real-time assets, environments, character rigs, and VR-ready content. I partner with international teams to deliver end-to-end production pipelines for games, XR, simulation, and architectural visualization, using Unreal Engine 5 and Unity to achieve interactive performance. In my projects I focus on clean topology, efficient UV layouts, and PBR workflows, always aiming for production-ready assets. In addition to hands-on artistry, I take pride in building scalable asset libraries and modular environments that help teams work faster and smarter. I collaborate across time zones, stay deadline-driven, and enjoy bridging client needs with technical feasibility. My experience ranges from freelance engagements to collaboration with major studios, and I thrive on turning complex requirements into reliable, immersive experiences.

MOJAHED ABU TALEB

I'm a Technical 3D Artist specializing in real-time assets, environments, character rigs, and VR-ready content. I partner with international teams to deliver end-to-end production pipelines for games, XR, simulation, and architectural visualization, using Unreal Engine 5 and Unity to achieve interactive performance. In my projects I focus on clean topology, efficient UV layouts, and PBR workflows, always aiming for production-ready assets. In addition to hands-on artistry, I take pride in building scalable asset libraries and modular environments that help teams work faster and smarter. I collaborate across time zones, stay deadline-driven, and enjoy bridging client needs with technical feasibility. My experience ranges from freelance engagements to collaboration with major studios, and I thrive on turning complex requirements into reliable, immersive experiences.

Available to hire

I’m a Technical 3D Artist specializing in real-time assets, environments, character rigs, and VR-ready content. I partner with international teams to deliver end-to-end production pipelines for games, XR, simulation, and architectural visualization, using Unreal Engine 5 and Unity to achieve interactive performance. In my projects I focus on clean topology, efficient UV layouts, and PBR workflows, always aiming for production-ready assets. In addition to hands-on artistry, I take pride in building scalable asset libraries and modular environments that help teams work faster and smarter.

I collaborate across time zones, stay deadline-driven, and enjoy bridging client needs with technical feasibility. My experience ranges from freelance engagements to collaboration with major studios, and I thrive on turning complex requirements into reliable, immersive experiences.

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Language

English
Fluent
Arabic
Fluent
German
Intermediate

Work Experience

3D/VR Technical Consultant & Business Development at SimLab Soft
January 1, 2024 - January 1, 2025
Presented software solutions and VR technologies to international clients and partners. Led international client meetings and online demonstrations to identify practical VR/XR use cases. Bridged client requirements and the development team to ensure technical feasibility and efficient project execution. Built partnerships across education, healthcare, training, and engineering sectors worldwide.
3D Art Tutor at Nachhilfeunterricht.de
January 1, 2023 - Present
Delivered individual training sessions in Maya, Blender, ZBrush, and Substance Painter for beginners through advanced learners. Guided students through complete industry-standard pipelines: sculpting → modeling → texturing → rigging → real-time integration. Consistently positive feedback for structured, clearly communicated teaching methods.
Technical 3D Artist – Rigging & Unity Integration at Integral Reality Labs / Mixed Dimension (Ubisoft Collaboration)
January 1, 2023 - January 1, 2024
Owned end-to-end character pipeline: received incoming character models, cleaned up and resolved geometry and topology issues, then rigged and skinned each character for stable, smooth deformation. Took a lead role in rigging by improving skinning consistency of modular outfit systems and reducing downstream animation corrections. Worked closely with the animation team after handoff to diagnose and resolve skinning and rig-related issues identified during animation. Developed and maintained a Maya Studio Library-based animation transfer pipeline for 7–12 outfit variants and 3–5 weapon states per character for Unity WebGL projects. Optimized character assets for polygon count, memory footprint, and real-time performance, and exported finalized characters into Unity for production use. Retained through the final production phase prior to company restructuring.
Freelance Technical Game Artist at Self-Employed
January 1, 2019 - Present
Delivered 100+ projects across games, VR/XR, simulation, and architectural visualization for international clients, including multiple long-term repeat engagements. Built optimized real-time characters, environments, and props for Unreal Engine 5 and Unity with clean topology, UV layouts, and PBR workflows for interactive performance. Implemented interactive real-time logic in VR environments using Blueprint Visual Scripting in Unreal Engine 5. Full asset pipeline ownership end-to-end: reference research & terrain sculpting → modeling → texturing → rigging → animation → engine implementation & content integration. Developed 360° VR environments with a focus on LOD management, texture budgeting, and real-time scene composition in Unreal Engine 5. Created modular asset libraries and reusable environment systems to scale production processes. Collaborated with international teams across time zones with reliable, on-schedule delivery.

Education

B.A.S: DIGITAL MEDIA: ANIMATION, GAMING, AND MODELING at Indian River State College
May 4, 2015 - August 28, 2018
Bachelor of Applied Science — Digital Media (Animation, Gaming & Modeling) at Indian River State College, FL, USA
January 1, 2015 - January 1, 2018

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Education, Media & Entertainment, Software & Internet, Professional Services
    Teddy Bear Face morph target / blend shapes.
    creating face blend shapes / morph targets using Maya for a client, for facial animation, and exported as FBX. https://www.behance.net/gallery/158893953/Teddy-Bear-Face-morph-target-blend-shapes 3d Maya Rigging
    Cinematic/ Game ready Photorealistic 3d character
    Cinematic/ Game ready Photorealistic 3d character, the Head and Body sculpted retopologized, hand painted textures and groomed fully in Blender, the clothes were created in Marvelous designer, and textured using Substance painter, and all rendered out in Blender using Cycle Renderer. https://www.behance.net/gallery/158252347/Cinematic-Game-ready-Photorealistic-3d-character 3d 3d character Blender3d blender Texture Painting 3dSculpting Marveous Designer
    Cinematic/ Game ready Photorealistic 3d character
    Cinematic/ Game ready Photorealistic 3d character, the Head and Body sculpted retopologized, hand painted textures and groomed fully in Blender, the clothes were created in Marvelous designer, and textured using Substance painter, and all rendered out in Blender using Cycle Renderer. https://www.behance.net/gallery/158252347/Cinematic-Game-ready-Photorealistic-3d-character 3d 3d character Blender3d blender Texture Painting 3dSculpting Marveous Designer video
    3d Anamorphic Suzanne
    3D Anamorphic video created fully in Blender. video 3d 3dModeling TexturePainting 3d Animation Rigging
    Izumi World
    Izumi World NFT P2E Game. Tasks included: Fur creation, Rigging, Poses creating and rendering, and animation. https://www.behance.net/gallery/144898309/Izumi-World 3d Rigger 3d Animator 3d 3d
    Izumi World
    Izumi World NFT P2E Game. Tasks included: Fur creation, Rigging, Poses creating and rendering, and animation. https://www.behance.net/gallery/144898309/Izumi-World 3d Rigger 3d Animator
    Greek God. (not finished)
    Greek God is a personal project Sculpted in ZBrush, even the ornaments were painted by Hand, and the clothe were created in Marvelous Designer. https://www.behance.net/gallery/117103553/Greek-God-%28not-finished%29 3d Sculpting 3d 3d Cloth 3d Character
    BMW Vision Efficient Dynamics
    BMW Vision Efficient Dynamics, Modeled exterior and interior in Maya, texturing and rendering in VRed. https://www.behance.net/gallery/100130693/BMW-Vision-Efficient-Dynamics-%28-Personal-Project%29 3d 3dModeling 3dRendering 3dTexturing
    iPhone 13 Pro. Max
    Product modeling, texturing, rendering, animation, lighting and rendering of I Phone 13 Pro. Max. using Blender. video 3d 3dModeling 3d Product 3d Animation
    iPhone 13 Pro. Max
    Product modeling, texturing, rendering, animation, lighting and rendering of iPhone 13 Pro. Max. using Blender. video 3d 3dModeling 3d Product 3d Animation
    Personal Yacht Project
    3d Model of a Yacht, my design, 3d modeled in Blender, textured in blender and substance painter, in addition to the ocean created using ocean modifier and Dynamic Paint for ocean and boat foam in blender and rendered out in a video using Cycle.
    Personal Yacht Project
    3d Model of a Yacht, my design, 3d modeled in Blender, textured in blender and substance painter, in addition to the ocean created using ocean modifier and Dynamic Paint for ocean and boat foam in blender and rendered out in a video using Cycle.