Freelance 3D Artist Dat Nguyen
I’m a freelance 3D generalist focused on creating production-ready game assets, from fast blockout to final rendering and Photoshop polish.
About
I’m a freelance 3D generalist focused on creating production-ready game assets, from fast blockout to final rendering and Photoshop polish. I blend strong modeling and sculpting skills (Blender, ZBrush, Substance workflows) with practical game-engine optimization so my work integrates cleanly into Unreal Engine 5.
Across concepting and asset production, I handle high/low poly modeling, UV unwrapping, PBR texturing, texture baking, and material/shader setup. I also support scene composition, lighting and mood setup, and end-to-end delivery of assets with sensible polycount, draw call, and texture budget management to keep everything performant in real-time.
- 7 years' experience
- Joined October 2026
Industry experience
- Gaming
- Media & Entertainment
More experts in Ho Chi Minh City, Vietnam
Work experience· 4 roles
Delivered production-ready 3D assets, props, and concept designs for games and digital media. Managed the full pipeline: fast blockout, high/low-poly modeling, UVs, PBR texturing, and Cycles/EEVEE rendering in Blender. Created environment assets and optimized materials for real-time rendering in Unreal Engine 5. Applied Photoshop overpainting and post-processing to match project art direction while maintaining technical standards such as polycount, draw calls, and texture budgets for seamless engine integration.
Created weapon, environment, and prop concept art, along with 3D concept sketches for game products. Set up and resolved technical issues in Unreal Engine, provided lighting/camera setup and basic effects in Unreal Engine, and collaborated closely with modelers and technical artists to support integration.
Designed weapon concepts, environments, and props; set mood, lighting, and rendering; and produced 3D concept sketches for game products. Created files for 3D printing by preparing and cutting/processing 3D models as needed. Used Photoshop, Blender, and concept design tools to support fast iteration for production deliverables.
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