I am a 2D/3D artist with a focus on character sculpting, hard-surface modelling, and digital illustration. My work spans the full asset pipeline — from high-poly sculpting through to texturing and real-time rendering. I am open to commissions and collaborative projects. I also work as a 3D artist and developer on NVIDIA Omniverse RTX Remix mods — currently NFSU2 RTX Remix and SW Republic Commando RTX Remix.

Scarlet Farina

PRO

I am a 2D/3D artist with a focus on character sculpting, hard-surface modelling, and digital illustration. My work spans the full asset pipeline — from high-poly sculpting through to texturing and real-time rendering. I am open to commissions and collaborative projects. I also work as a 3D artist and developer on NVIDIA Omniverse RTX Remix mods — currently NFSU2 RTX Remix and SW Republic Commando RTX Remix.

Available to hire

I am a 2D/3D artist with a focus on character sculpting, hard-surface modelling, and digital illustration. My work spans the full asset pipeline — from high-poly sculpting through to texturing and real-time rendering.

I am open to commissions and collaborative projects. I also work as a 3D artist and developer on NVIDIA Omniverse RTX Remix mods — currently NFSU2 RTX Remix and SW Republic Commando RTX Remix.

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Language

English
Fluent
Italian
Fluent

Work Experience

Coding Officer at Bureau of Statistics
August 1, 2011 - April 30, 2013
Contributed to a team, accurately coding census data for the Australian population.
Customer Service Officer at Services Australia
May 1, 2013 - December 31, 2016
Employed at a customer service call centre, managing inquiries from clients concerning payments for various government benefits and entitlements.
Junior Software Developer at Services Australia
January 1, 2017 - December 31, 2025
Java developer for Services Australia and Veterans Affairs; responsibilities included managing veterans' payment details, troubleshooting software issues, and rectifying database data integrity problems.
Commissioned Artist/Independent Artist at Independent artist / NVIDIA Omniverse projects
August 1, 2024 - Present
Independent 2D/3D artist specializing in digital and traditional media; accepting commissions. Works as a 3D artist and developer for NVIDIA Omniverse modifications, including NFSU2 RTX Remix and Republic Commando RTX Remix.
Commissioned Artist / Independent Artist at Self-employed / Independent
August 1, 2024 - Present
Independent 2D/3D artist specializing in digital and traditional media, accepting commissions; 3D artist and developer for NVIDIA Omniverse modifications (NFSU2 RTX Remix and Republic Commando RTX Remix).
Coding Officer at Australian Bureau of Statistics
August 1, 2011 - Present
Contributed to a team, accurately coding census data for the Australian population.
Commissioned Artist/Independent Artist at Self-employed / Commissioned
August 1, 2024 - Present
Independent 2D/3D artist specializing in digital and traditional media, accepting commissions. Also works as a 3D artist and developer for NVIDIA Omniverse modifications, including NFSU2 RTX Remix and Republic Command RTX Remix.
Commissioned / Independent Artist at Self-employed
August 1, 2024 - Present
Currently working as a freelance 2D/3D artist taking on commissions in both digital and traditional media. I am also involved as a 3D artist and developer on NVIDIA Omniverse RTX Remix mods — currently NFSU2 RTX Remix and SW Republic Commando RTX Remix.

Education

Advanced Diploma in Games Development at Victoria University
January 1, 2005 - January 1, 2006
Bachelor of Arts in Games and Interactivity at Swinburne University
January 1, 2007 - January 1, 2011
Advanced Diploma in Building Design at NMIT Preston/Epping VIC
January 1, 2016 - January 1, 2018
Advanced Diploma in Software Development at CIT Reid Australian Capital Territory
January 1, 2018 - January 1, 2019
Epic Games Game Design Professional Certificate at Epic Games
January 1, 2026 - April 4, 2026
Art for Games Specialisation at Michigan State University
January 11, 2030 - April 4, 2026
Game Design and Development with Unity Specialization at Michigan State University
January 11, 2030 - April 4, 2026
Advanced Diploma in Games Development at Victoria University
January 1, 2005 - January 1, 2006
Bachelor of Arts in Games and Interactivity at Swinburne University
January 1, 2007 - January 1, 2011
Advanced Diploma in Building Design at NMIT Preston/Epping VIC
January 1, 2016 - January 1, 2018
Advanced Diploma in Software Development at CIT Reid Australian Capital Territory
January 1, 2018 - January 1, 2019
Epic Games Game Design Professional Certificate at Epic Games
January 1, 2026 - April 6, 2026
ART FOR GAMES SPECIALISATION at Michigan State University
January 11, 2030 - April 6, 2026
Game Design and Development with Unity Specialization at Michigan State University
January 11, 2030 - April 6, 2026
Advanced Diploma in Games Development at Victoria University
January 1, 2005 - January 1, 2006
Bachelor of Arts in Games and Interactivity at Swinburne University
January 1, 2007 - January 1, 2011
Advanced Diploma in Building Design at NMIT Preston/Epping VIC
January 1, 2016 - January 1, 2018
Advanced Diploma in Software Development at CIT Reid Australian Capital Territory
January 1, 2018 - January 1, 2019
Epic Games Game Design Professional Certificate at Epic Games
January 1, 2026 - April 9, 2026
Art For Games Specialisation at Michigan State University
January 11, 2030 - April 9, 2026
Game Design and Development with Unity Specialization at Michigan State University
January 11, 2030 - April 9, 2026
Advanced Diploma In Software Development at CIT Reid
January 1, 2018 - December 31, 2019
Advanced Diploma In Building Design at NMIT Preston/Epping VIC
January 1, 2016 - December 31, 2018
Bachelor Of Arts In Games And Interactivity at Swinburne University
January 1, 2007 - December 31, 2011
Advanced Diploma In Games Development at Victoria University
January 1, 2005 - December 31, 2006

Qualifications

ART FOR GAMES SPECIALISATION
January 11, 2030 - April 4, 2026
Game Design and Development with Unity Specialization
January 11, 2030 - April 4, 2026
EPIC GAMES GAME DESIGN PROFESSIONAL CERTIFICATE
January 1, 2026 - April 4, 2026
EPIC GAMES GAME DESIGN PROFESSIONAL CERTIFICATE
January 1, 2026 - April 6, 2026
ART FOR GAMES SPECIALISATION
January 11, 2030 - April 6, 2026
Game Design and Development with Unity Specialization
January 11, 2030 - April 6, 2026
Epic Games Game Design Professional Certificate
January 1, 2026 - April 6, 2026
ART FOR GAMES SPECIALISATION
January 11, 2030 - April 6, 2026
Game Design and Development with Unity Specialization
January 11, 2030 - April 6, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Government, Education
    paper Genosian for Republic Commando: RTX Remix

    Link to the model is here: https://www.twine.net/signin
    This model is still ongoing. I do work on multiple mod projects, but it is definitely getting there. We had to take a more Giger-esque alien look to the design. Republic Commando’s Geonosians definitely leaned more toward a menacing style, unlike the Geonosians you would see in other Star Wars Games, movies, etc.
    We are on the retopo and final ZBrush high-poly touch-up finalisation phase. After the retopo, there will be some optimisation to make sure it is clean. After that, it is UVs, then into Substance Painter for texturing.

    We are aiming for about 50K tris on this model. I don’t want it too dense, as there are likely going to be multiple Geonosians on screen at the same time. The Team leader doesn’t want us to aim too low, as we get pretty close to this character.

    paper Rachel's 350z for NFSU2 RTX Remix

    This model is Rachel’s 350z for the Need for Speed Underground 2 RTX Remix Project. Model is Collaborated from 3 artists:

    Myself (Khao+ik-Syn3rgy_ΘΔ): https://www.twine.net/signin/khaotik-syn3rgy
    Hemy81: https://www.twine.net/signin
    E-Man - https://www.twine.net/signin

    The model can be seen here: https://www.twine.net/signin

    The model comprises 3x4096X4096 textures on the bodywork (Albedo, Roughness, Normal), soon maybe even metalness if needed or if it might provide a more striking, realistic result than just turning metalness to 0 in Blender (and Omniverse), as I can mess with the metallic paint and scratches.
    The tires and wheel alloy was designed by “E-Man” comprised of 4 1024X2048 textures for the tire (Albedo, Roughness, Displacement, Normal)
    The wheel contains colour in Blender material shaders and 2 decal textures (1x 512X512 and 1024x256 Albedo with transparency for each, respectively)