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Phung The Binh

Available to hire

I’m Phung The Binh, a 3D artist who has worked across game assets and advertising visuals, specializing in character creation and helping bring imaginative designs to life with my team.

About

I’m Phung The Binh, a 3D artist who has worked across game assets and advertising visuals, specializing in character creation and helping bring imaginative designs to life with my team. I handle modeling, texturing, and rendering end-to-end—building detailed and production-ready models, creating texture maps (such as albedo/roughness/metalness/normal), and polishing visuals for both real-time and offline presentation.

I also support production workflows by rigging characters (when needed), creating simple promotional 3D animations, and collaborating closely with creative and motion teams to optimize asset performance. Beyond pure art, I’ve taken on organization and communication responsibilities too—tracking product trials, identifying technical issues, and providing timely feedback to HQ—so projects stay aligned with visual targets and deadlines.

  • 7 years' experience
  • Joined October 2026

Industry experience

  • Gaming
  • Media & Entertainment
  • Computers & Electronics
  • Manufacturing

Work experience

3D Artist · Toâst CanvasFeb 2021 – Dec 2025 · 4 yrs 11 mos

Worked remotely as a 3D artist, producing 3D modeling and texturing deliverables for character and environment-related visuals. Focused on hard-surface and low-poly modeling, retopology, UV layout creation, texture painting across different styles, and PBR material creation (including rendering/lighting/shading). Contributed to polished final renders and supported visual production needs for ongoing content.

New Model Engineer · Panasonic System Network VietnamOct 2018 – Dec 2020 · 2 yrs 3 mos

Created high- and low-poly 3D characters based on provided concept art in multiple styles (realistic, semi-realistic, stylized). Produced a range of 3D assets including hard-surface objects and fabric elements. Authored texture maps such as albedo, roughness, metalness, and normal using Substance Painter (or equivalent). Rendered high-quality characters/scenes for visual presentation and production use. Rigged characters using Blender rigify or provided rigs to support animation workflows, and produced simple 3D animations for promotional and motion-graphic content. Imported and configured assets in Unreal Engine to support development pipelines, collaborating with creative teams to refine designs and improve asset performance while staying aligned with the lead artist’s visual targets.

Education

Material Science and Engineering · Hanoi University of Science and Technology2013 – 2018

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