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.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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