I’m Sagar Tiwari, a 3D generalist with 12+ years of experience across gaming and animation, including AAA production work for worldwide clients. I specialize in hard-surface asset creation, UVs, and PBR texturing, with hands-on experience spanning modeling, sculpting, and production-ready workflows. I’ve contributed to multiple credited titles across major studios, helping teams deliver detailed assets within schedule and quality targets. Alongside core asset work, I bring experience in photogrammetry and procedural texturing, and I’m comfortable working across production pipelines and real-time environments. My toolkit includes Maya, ZBrush, Substance 3D, Unreal Engine, Frostbite, Plasticity 3D, and Adobe tools, and I enjoy collaborating closely with art leads and fellow artists—whether refining materials, updating collisions, or mentoring trainees when needed.

Sagar Tiwari

I’m Sagar Tiwari, a 3D generalist with 12+ years of experience across gaming and animation, including AAA production work for worldwide clients. I specialize in hard-surface asset creation, UVs, and PBR texturing, with hands-on experience spanning modeling, sculpting, and production-ready workflows. I’ve contributed to multiple credited titles across major studios, helping teams deliver detailed assets within schedule and quality targets. Alongside core asset work, I bring experience in photogrammetry and procedural texturing, and I’m comfortable working across production pipelines and real-time environments. My toolkit includes Maya, ZBrush, Substance 3D, Unreal Engine, Frostbite, Plasticity 3D, and Adobe tools, and I enjoy collaborating closely with art leads and fellow artists—whether refining materials, updating collisions, or mentoring trainees when needed.

Available to hire

I’m Sagar Tiwari, a 3D generalist with 12+ years of experience across gaming and animation, including AAA production work for worldwide clients. I specialize in hard-surface asset creation, UVs, and PBR texturing, with hands-on experience spanning modeling, sculpting, and production-ready workflows. I’ve contributed to multiple credited titles across major studios, helping teams deliver detailed assets within schedule and quality targets.

Alongside core asset work, I bring experience in photogrammetry and procedural texturing, and I’m comfortable working across production pipelines and real-time environments. My toolkit includes Maya, ZBrush, Substance 3D, Unreal Engine, Frostbite, Plasticity 3D, and Adobe tools, and I enjoy collaborating closely with art leads and fellow artists—whether refining materials, updating collisions, or mentoring trainees when needed.

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Work Experience

Principal Artist at Technicolor Creative Studios (TransPerfect)
August 1, 2022 - Present
Lead principal role in 3D asset production for production needs, supporting modeling, UVing, texturing, and pipeline delivery. Experience includes hard-surface workflows, procedural texturing, and real-time/engine-ready asset preparation aligned to AAA standards and deadlines.
L4 Artist at Amazon Studios Pvt Ltd – Amazon 3D Imagine Services
June 1, 2020 - August 31, 2022
Developed and retouched 3D assets and materials for web-based real-time applications. Recognized with Hall of Fame inclusion (FEB2021, FEB2022) and awarded Best Artist for Art Blast Season 1. Collaborated with leadership on scope, progress, and end results; also conducted training sessions for apprentice artists.
Principal Asset Artist / Sci-Fi Hard-surface Asset Creator; Unreal Level Designer at Squanch Games (High On Life)
June 1, 2020 - December 31, 2020
Created sci-fi hard-surface assets for Unreal Engine 5, supported level design work, and handled collision and material updates to keep assets production-ready for gameplay and lighting needs.
Senior Artist at Technicolor Creative Studios (TransPerfect)
June 1, 2020 - June 30, 2020
Worked on AAA-quality 3D asset creation, including complete modeling, UVs, and texturing for game assets, ensuring production readiness and adherence to schedule and quality expectations.
Asset Artist (Modeling/UV/Texturing) at Activision
January 1, 2015 - May 31, 2020
Contributed to Call of Duty: Infinite Warfare as an asset artist—responsible for complete modeling, UV mapping, and texturing of game assets with production-ready quality for an AAA environment.
3D Modeller at Xentrix Studios
June 1, 2013 - December 31, 2020
3D modeling work for animation series, including Warner Brother’s ‘Beware of Batman,’ LEGO Scooby Doo, Disney Wild West / Sheriff Callie’s, Ice Age episode series, and Pinocchio (movies). Modeled sets and structure for Bilal The Movie 2016 (credited).

Education

Master of Science: Multimedia and Animation at Punjab Technical University Indore
January 11, 2030 - September 11, 2026
Bachelor of Computer Application at M.C.R.P.V.V University Mandla (M.P.)
January 11, 2030 - September 11, 2026

Qualifications

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Industry Experience

Gaming, Media & Entertainment