Hi, I’m Samy Brutout, a 3D generalist and look development artist based in Genval, Belgium. I specialise in CG modelling, texturing and look development for feature films and TV, with hands-on experience at visual effects studios. I thrive in fast-paced, collaborative productions and love blending creative storytelling with technical precision to deliver high-quality assets and realistic environments that bring stories to life.

Samy Brutout

Hi, I’m Samy Brutout, a 3D generalist and look development artist based in Genval, Belgium. I specialise in CG modelling, texturing and look development for feature films and TV, with hands-on experience at visual effects studios. I thrive in fast-paced, collaborative productions and love blending creative storytelling with technical precision to deliver high-quality assets and realistic environments that bring stories to life.

Available to hire

Hi, I’m Samy Brutout, a 3D generalist and look development artist based in Genval, Belgium. I specialise in CG modelling, texturing and look development for feature films and TV, with hands-on experience at visual effects studios.

I thrive in fast-paced, collaborative productions and love blending creative storytelling with technical precision to deliver high-quality assets and realistic environments that bring stories to life.

See more

Language

English
Fluent
French
Fluent
Dutch
Advanced

Work Experience

Asset Artist at Luma Pictures
October 12, 2022 - March 29, 2024
Responsible of creating 3D assets for feature films and TV shows. Modeling / Texturing / Lookdev. Halo 2 / Gozilla - new empire / RebelMoon P1 & 2 / The Boys S5 / GenV / SpyKids - Armageddon / I am Groot / Equaliser 3 / Ghosted
CG Generalist at FinDesign & FX
March 29, 2024 - February 27, 2025
Responsible of creating 3D assets for feature films and TV shows. Modeling / Texturing / Lookdev. Sonic 3 / WolfMan / M3GAN 2.0
Mid Asset Artist at Luma Pictures
April 1, 2025 - July 28, 2025
Responsible for creating 3D elements for feature films and television series. Modeling / Texturing / Visual Development. Happy Guilemore 2, Balls Up, Love Death & Robots
Mid CG Generalist at Crafty Apes
September 15, 2025 - December 19, 2025
Responsible for creating 3D elements for feature films and television series. Modeling / Texturing / Visual Development. Scream 7 / Lenovo F1 advertising

Education

Master - Digital Director at ARTFX School of Digital Arts
January 11, 2030 - January 26, 2026
Bachelor - Visual Effects at Haute Ecole Albert Jacquard
January 11, 2030 - January 26, 2026
Master at ARTFX School of Digital Arts, Montpellier, France
January 11, 2030 - January 26, 2026

Qualifications

GPA 3.8/4.0
January 11, 2030 - January 26, 2026

Industry Experience

Media & Entertainment, Education, Software & Internet, Professional Services, Gaming
    paper Halo S2

    Role: Asset Artist
    Worked as an Asset Artist contributing to both character-related assets and environments. Created armor assets for characters, as well as environment assets such as a fully rebuilt house designed for explosion and FX interaction, handling modeling, texturing, and look development.

    paper Godzilla x Kong / new empire

    Role: Environment Artist
    Worked as an Environment Artist on large-scale destruction sequences. Recreated the full nuclear power plant environment for Godzilla’s arrival, rebuilding the site from satellite reference to match a real French nuclear facility, with assets designed for heavy FX, destruction, lighting, and interaction. Also contributed to Arctic environments, handling modeling, shading, and look development for icy landscapes and icebergs.

    paper The Boys S4

    Role: Asset Artist
    Worked as an Asset Artist across multiple episodes, producing a range of CG assets to support various sequences. Responsible for modeling, texturing, and look development, delivering production-ready assets for a fast-paced episodic pipeline.

    paper RebelMoon 1

    Role: Environment Artist
    Worked as an Environment Artist rebuilding full CG environments based on LiDAR scans, recreating accurate 3D geometry to support lighting, shadows, and FX interactions. Also created props and assets designed for on-set and actor interaction, handling modeling, texturing, and look development throughout the process.

    paper The Equaliser 3

    Role: Asset Artist / Environment Artist
    Worked as both an Asset and Environment Artist, creating highly detailed, realistic assets for dramatic and action-driven sequences. Produced elements such as church bells for a bell tower and hero props including a knife used in close-up FX shots, handling modeling, texturing, and look development with a strong focus on realism and shot requirements.

    paper GenV

    Role: Asset Artist
    Worked as an Asset Artist creating CG props designed for FX and destruction, including assets such as streetlights and set elements built to support explosive interactions. Responsible for modeling, texturing, and look development, ensuring assets performed reliably in FX-heavy shots.

    paper Spy Kids / Armageddon

    Role: Environment Artist
    Worked as an Environment Artist recreating a full CG environment for a dedicated sequence set in a tomb-like location. Responsible for building the environment and creating multiple supporting assets, including hero props such as flying boots and gloves, from modeling to texturing and look development.

    paper Ghosted

    Role: Asset Artist
    Worked as an Asset Artist creating CG props and key assets. Notably responsible for remodeling the bus used in a full sequence shot featuring an extended fight scene, handling modeling, texturing, and look development to meet close-up and animation requirements.

    paper I am Groot / Season 2

    Role: Asset Artist
    Worked as an Asset Artist on a fully CG production, creating a variety of props. Responsible for modeling, texturing, and look development, ensuring assets met the artistic and technical requirements of the show.

    paper Wolfman

    Role: Asset Artist
    Worked as an Asset Artist creating a hero vehicle asset, fully rebuilding a truck in CG for a crash sequence. Responsible for modeling, texturing, and look development, ensuring the asset was suitable for close-ups, FX interaction, and destruction.

    paper Lenovo F1

    Role: Environment Artist
    Worked as an Environment Artist on a branded project for Lenovo, created for a major tech conference in Las Vegas. Recreated a full Formula 1 track and surrounding environment, delivering a large-scale CG setup aligned with the brand’s high-end, technology-driven visual direction. Responsible for modeling, texturing, and look development.

    paper Scream 7

    Role: Asset Artist / Environment Artist
    Worked as an Asset and Environment Artist rebuilding a full house environment from LiDAR scans, ensuring high accuracy and realism. Recreated the location to support direct interaction with actors, as well as lighting, shadows, and FX requirements, handling modeling, texturing, and look development.