I bridge the gap between expressive character styling and production-ready technical constraints. With a background in Mechanical Engineering, I approach 3D character art with both artistic sensibility and technical discipline—focusing on functional edge loops for rigging as well as clean, watertight meshes built for physical production. Character Art & Real-Time Production: - Translating stylized, low-poly, and hand-painted concepts into engine-ready 3D character models. - Building deformation-friendly topology with clean edge flow to support rigging and animation setups. - Handling high-to-low poly baking, clean UV unwrapping, and efficient texture budgets optimized for modern game engines. Precision 3D Sculpting & Print Prototyping: - Preparing manifold, watertight geometry with verified wall thickness and clean slicing checks. - Applying engineering clearance tolerances to multi-part keyed models to aid clean physical assembly. Core Pipeline: Blender | ZBrush | Substance 3D Painter | Photoshop | Marmoset Toolbag Always open to connecting, exchanging ideas, or collaborating on indie game character assets and custom 3D printing projects. 🌐 Portfolio: _Website not available. Sign in: https://www.twine.net/signup_ 💬 Inquiries: Open via LinkedIn, email, or Upwork (links in portfolio).…

Mochamad Yusuf Setya Pambudi

I bridge the gap between expressive character styling and production-ready technical constraints. With a background in Mechanical Engineering, I approach 3D character art with both artistic sensibility and technical discipline—focusing on functional edge loops for rigging as well as clean, watertight meshes built for physical production. Character Art & Real-Time Production: - Translating stylized, low-poly, and hand-painted concepts into engine-ready 3D character models. - Building deformation-friendly topology with clean edge flow to support rigging and animation setups. - Handling high-to-low poly baking, clean UV unwrapping, and efficient texture budgets optimized for modern game engines. Precision 3D Sculpting & Print Prototyping: - Preparing manifold, watertight geometry with verified wall thickness and clean slicing checks. - Applying engineering clearance tolerances to multi-part keyed models to aid clean physical assembly. Core Pipeline: Blender | ZBrush | Substance 3D Painter | Photoshop | Marmoset Toolbag Always open to connecting, exchanging ideas, or collaborating on indie game character assets and custom 3D printing projects. 🌐 Portfolio: _Website not available. Sign in: https://www.twine.net/signup_ 💬 Inquiries: Open via LinkedIn, email, or Upwork (links in portfolio).…

Available to hire

I bridge the gap between expressive character styling and production-ready technical constraints.

With a background in Mechanical Engineering, I approach 3D character art with both artistic sensibility and technical discipline—focusing on functional edge loops for rigging as well as clean, watertight meshes built for physical production.

Character Art & Real-Time Production:

  • Translating stylized, low-poly, and hand-painted concepts into engine-ready 3D character models.
  • Building deformation-friendly topology with clean edge flow to support rigging and animation setups.
  • Handling high-to-low poly baking, clean UV unwrapping, and efficient texture budgets optimized for modern game engines.

Precision 3D Sculpting & Print Prototyping:

  • Preparing manifold, watertight geometry with verified wall thickness and clean slicing checks.
  • Applying engineering clearance tolerances to multi-part keyed models to aid clean physical assembly.

Core Pipeline: Blender | ZBrush | Substance 3D Painter | Photoshop | Marmoset Toolbag

Always open to connecting, exchanging ideas, or collaborating on indie game character assets and custom 3D printing projects.

🌐 Portfolio: Website not available. Sign in: https://www.twine.net/signup
💬 Inquiries: Open via LinkedIn, email, or Upwork (links in portfolio).

See more

Language

Indonesian
Fluent
English
Intermediate
Chinese
Beginner

Work Experience

Freelance 3D Artist at Self Employed
May 1, 2024 - Present
Developed 14+ game-ready character assets for a real-time project, handling modeling, UV mapping, and Unity export. Created multiple stylized pixel-art characters using consistent “pixel perfect” workflows, and produced 8+ 3D-printable character figures for commercial clients with watertight geometry and FDM-ready integrity. Focused on performance optimization through high-to-low baking, clean retopology, and efficient UV packing to support real-time game and VR needs.
Mechanical Equipment Engineer at Songpu Industrial Co. Ltd.
November 1, 2021 - December 31, 2021
Applied mechanical knowledge of joints and assemblies to support equipment maintenance. Collaborated on process improvements with strict technical alignment requirements that translate into hard-surface precision in 3D modeling practice.
Research & Development Intern at Dynaplus Incorporated Co. Ltd.
February 1, 2021 - June 30, 2021
Conducted structural concept design research, proposed structural improvements, and managed analytical project data as part of R&D activities in New Taipei.
Student Intern at Ec3 Digital Art Inc.
July 1, 2020 - August 31, 2020
Created concept art and stylized visual design ideas for prototype products. Researched 3D printing manufacturing workflows to improve prototyping efficiency and collaborated with a cross-functional team to refine interactive product concepts.

Education

Bachelor’s Degree, Mechanical Engineering at National Taiwan University of Science and Technology
January 11, 2030 - October 21, 2026
Associate’s Degree, Mechanical Engineering at Institut Teknologi Sepuluh Nopember
January 11, 2030 - October 21, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Manufacturing, Media & Entertainment, Professional Services

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