3D modeling, materials, level design, and blueprints. UE4. Property of Redpill VR.
3D modeling, materials, level design, and blueprints. UE4. Property of Redpill VR.
3D modeling and content integration using Nvidia Flex, materials, textures, and blueprints. UE4. Property of Redpill VR.
Collaborative 3D modeling, materials, texturing, and blueprints. UE4. Property of Redpill VR.
Co-designer. 3D modeling and FX. Unity 5.
Andrew Webster - The Verge
Lead Artist. Collaborative 3D modelling and texturing.
Technical Artist & production pipeline director.
Collaborative 3D modeling and texturing.
Lead Artist & Production pipeline director. Shaders and texturing. Target hardware: Mobile (iphone 5S).
Lead Artist & Production pipeline manager. Shaders and texturing.
3D modeling and retopology for pre-baked cloth meshes.
Designed pipeline for texture projection from high poly to low poly, while keeping Vertex data integrity.
High-Poly sculpting. Designed a pipeline that allows characters to share materials, skeletons, and vertex IDs while keeping animations compatible between characters. All characters used the same geometry except for accessory attachments.
Technical Artist, 3D Anatomical modeling, retopology, texturing, and weight transfer.
3D modeling, retoplogy, texturing and weight transfer.
3D modeling, retoplogy, texturing, and weight transfer.
Pipeline Director. Collaborative 3D modeling, retoplogy, texturing, and weight transfer.
Pipeline Director. Collaborative 3D modeling, retoplogy, texturing, and weight transfer.
Kitty Toy. 3D artist, texturing, and UI artist.
Monster Fruit. 3D Artist.
Bubblelicous. UI Artist.
Directed workflow, lighting, and blueprints for crowd instancing. Realtime rendering Unreal Engine 4.
Research and development. Pre-baked fluids in UE4. Exported from Realflow in alembic.
Research and development. Realtime physics, reactive hairworks for fur integration in UE4.
Hairworks R&D reactive to collisions.
Interactive collisions, compatible with Nvidias Hairworks framework.
R&D on motion capture using Kinect 2 and microsoft PC sdk.
Workflow design. Skeletal mesh specs and best practices for seamlessly integrating pre-recorded motion capture animations. (Clean up using Blender).
Creating a functional, low budget pipeline for motion capturing.
R&D - Pre-baked fluids, rendered in realtime in UE4. Exported from Realflow as alembic.
Stylized environment, built with a parametric shape generator using math formulas. Applied to a brush setup as a particle system. UE4.
Data-Prep tool, used to improve character creation pipelines for the Art team:
-Asset validation. (Checks if targeted meshes have valid vertex color clusters. Unvalid paints red)
-History Clean Up
-Vertex Color transfering
-Transfer Vertex attributes
-Auto Skinning
-Auto copy skinning from base mesh
Developed in Maya. Python.
Personal work. Zbrush sculpting, retopology, cloth simulation, materials and vector fields to drive niagara particles. UE4.
Personal work WIP. 3D modeling and character design exploration.
Personal work. Speed 3D modeling and character design in ZBrush. Render in UE4.
Personal work Study. 3D Modeling and character design exploration.
Personal work. Concept art Matte painting.
Personal work. Concept art Matte painting.
Personal work. Concept art matte painting.
Personal work. Lighting R&D. Day & night cycle. UE4.
rogaldesign@gmail.com
I am a Technical Artist, specializing in Unreal Engine 5. With a passion for creating immersive experiences that engage and inspire users. Over 13 years in the game development, virtual reality, and simulation industry; from mobile games, PC, and VR to on-site Driving simulation centers. In the past 8 years, I’ve worked on pipelines, workflows, and content design. Developing tools in MEL and Python, automating processes, and bulk data editing in Blender, Maya, and Unreal Engine 5.
Worked on the automation of content production, allowing designers to iterate and try new ideas faster. Rapidly prototyping UI and game mechanics. Solid experience in content design, Lighting, Material/Shader systems, FX, and optimizations.
Specialities
-Unreal Engine Blueprints
-mechanics rapid prototyping
-Content design and maintenance
-Art and content optimizations
-Lighting
-Material systems and shaders
Skills
Unreal Engine 4 & 5, Unity, Blender, Maya, ZBrush, Quixel Suite, MEL,Python,Blueprints,Substance Painter and Designer, PhotoShop, AI, After Effects, Git, Perforce, Visual Studio, Marvelous Designer, World Machine, Adobe Illustrator, After Effects, Git, Perforce, Visual Studio, SpeedTree.