Hi! I'm Technical 3D Artist / Generalist. Mostly I work with real-time 3D computer graphics but non-realtime 3D rendering is usual for me too.
As a 3D generalist, I'm familiar with a big number of technologies/approaches and software in the world of 3D graphics. From the classical 3D Modeling/Texturing and visualization to the Game Design and Game Art optimization/adaptation for the VR/AR industry. Below you can examine full list of technologies and software, that I have experience with.
● 3D Modeling (Autodesk 3ds Max, MAXON Cinema 4D)
● 3D Sculpting (Pixologic Zbrush, Autodesk Mudbox, Autodesk 3ds Max)
● 3D Visualization — composition and scene lightning setup (Marmoset Toolbag, Chaos Group V-Ray, Autodesk Scanline)
● Texture coordinates parametrization / Unwrap UVW (Autodesk 3ds Max, Rizom-Lab Unfold3D)
● Texturing PBR/non-PBR (Allegorithmic Substance Painter, Autodesk Mudbox, Adobe Photoshop)
● Game Design / Level Design — Unity (C# Scripting, Light Baking, Scene optimization VR/AR, Shader/Material customization and creation, technical sound design, etc.)
● Photogrammetry and 3D Laser Scanning — 3D reconstruction and adjusting/optimization pipeline (Agisoft PhotoScan, CapturingReality RealityCapture, Autodesk ReCap, SCANN3D, Trnio, Adobe Lightroom)
● CAD models optimization for visualization and game industry (STI - CNR MeshLab, PiXYZ Software PiXYZ Studio, Autodesk AutoCAD)
● Other Tools and techniques (Virtual Fashion Marvelous Designer, Interactive Data SpeedTree, DA