I’m Muhammad Adli, a 3D artist based in Petaling Jaya with nearly three years of studio production experience across the full asset pipeline. I work from high-poly sculpting and retopology to UVs, baking, and PBR texturing in Substance Painter, aiming for materials and look-development that read well under different lighting and render setups. I’m comfortable with both hard-surface and organic forms, with a strong focus on silhouette, proportion, and believable surface detail guided by reference and art direction. I also bring a technical edge to production by using Python and MEL to automate repetitive tasks, and I’ve worked with tools like Maya, Arnold, Nuke, and Unreal Engine for real-time integration and support throughout the workflow.…

Muhammad Adli

I’m Muhammad Adli, a 3D artist based in Petaling Jaya with nearly three years of studio production experience across the full asset pipeline. I work from high-poly sculpting and retopology to UVs, baking, and PBR texturing in Substance Painter, aiming for materials and look-development that read well under different lighting and render setups. I’m comfortable with both hard-surface and organic forms, with a strong focus on silhouette, proportion, and believable surface detail guided by reference and art direction. I also bring a technical edge to production by using Python and MEL to automate repetitive tasks, and I’ve worked with tools like Maya, Arnold, Nuke, and Unreal Engine for real-time integration and support throughout the workflow.…

Available to hire

I’m Muhammad Adli, a 3D artist based in Petaling Jaya with nearly three years of studio production experience across the full asset pipeline. I work from high-poly sculpting and retopology to UVs, baking, and PBR texturing in Substance Painter, aiming for materials and look-development that read well under different lighting and render setups.

I’m comfortable with both hard-surface and organic forms, with a strong focus on silhouette, proportion, and believable surface detail guided by reference and art direction. I also bring a technical edge to production by using Python and MEL to automate repetitive tasks, and I’ve worked with tools like Maya, Arnold, Nuke, and Unreal Engine for real-time integration and support throughout the workflow.

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Language

English
Advanced
Malay
Fluent

Work Experience

Junior 3D Generalist at Studio RAWR Pictures Sdn. Bhd.
August 1, 2023 - May 31, 2026
Modeled and sculpted hard-surface and organic assets, then carried them through retopology, UV unwrapping, and texture baking (Normal, AO, Curvature) to produce clean, render-ready geometry. Created PBR textures and materials in Substance Painter to match reference photography and art-direction requirements across stylised and realistic styles. Collaborated with senior artists, animators, and art directors to align assets with concept art and overall visual direction while meeting tight deadlines across multiple deliverables. Used Python and MEL to automate repetitive modeling, UV, and render-setup tasks, and built AOV-based, node-driven compositing in Nuke to support lighting and look-development. Maintained topology, silhouette, and surface-detail consistency while adapting the approach to suit different art styles.
Junior 3D Generalist at Studio RAWR Pictures Sdn Bhd
August 1, 2023 - May 31, 2026

Education

Diploma in Animation at Universiti Kuala Lumpur
July 1, 2020 - June 30, 2023
Diploma in Animation at Universiti Kuala Lumpur
July 1, 2020 - June 30, 2023

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Computers & Electronics, Gaming, Media & Entertainment