Pav
Hi, I'm Pavendhan Pandian, a 3D Artist specializing in texturing, shading, and photorealistic product visualization.
About
Hi, I’m Pavendhan Pandian, a 3D Artist specializing in texturing, shading, and photorealistic product visualization. With over 6 years of professional experience, I excel in Substance Painter workflows and PBR material creation, delivering pixel-accurate surfaces for fabrics, wood, metal, and glass. Based in Hannover, Germany, I collaborate with cross-functional teams to produce technically correct and visually compelling CGI assets for e-commerce, furniture visualization, and gaming.
My career spans Amazon’s global platform and Steinhoff’s high-end furniture visualization, where I develop shader networks, texture sets, and optimized pipelines that scale without sacrificing quality. I pride myself on rigorous QA, brand-consistent surfaces, and efficient asset delivery. I’m actively learning German (B1) and welcome hybrid work opportunities.
- 6 years' experience
- Joined June 2026
Languages
- EnglishAdvanced
- GermanIntermediate
Industry experience
- Retail
- Consumer Goods
- Media & Entertainment
- Gaming
- Education
Work experience· 4 roles
Create photorealistic furniture and home living CGI assets for marketing, product catalogs and e-commerce. Develop and maintain high-quality texture sets and shader networks in Substance Painter, applying PBR workflows to simulate accurate material behaviour. Collaborate with modelling and art direction to ensure clean UV layouts and consistent asset delivery. Optimize existing material libraries for workflow efficiency.
Produced large-scale product CGI assets for Amazon's global e-commerce platform, with pixel-accurate texturing and consistent material quality across high asset volumes. Maintained QA across varied lighting to validate physical material accuracy. Developed scalable texture and shading workflows to meet production deadlines. Collaborated with modelling, lighting, and post-production teams.
Developed game-ready textured assets for real-time environments, applying PBR-compliant texturing across characters, props, and environmental elements. Managed the full texturing pipeline from high-poly baking through Substance Painter export for engine integration. Ensured performance-optimized UV layouts and texture atlases.
Education
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