Summary

Tibi Neag - 3D Character Artist
neag.tibi@gmail.com

PORTFOLIO
https://www.facebook.com/TibiNeag3D
https://tibineag.artstation.com/

SKILLS
- ability to create in-game characters from scratch following concept art or art direction by following strict technical requirements
- good eye for character design
- proficient in modeling organic character elements and non-organic character elements
- proficient at high polygon sculpting
- proficient at texturing game characters
- ability to derive a well structured low-poly model from the high poly model
- ability to create efficient UV layouts for low-poly characters
- ability to learn/understand new techniques and software packages in a fast manner
- good understanding of human anatomy and representing anatomy in topology
- ability to create all needed textures for creating photorealistic looking humans
- ability to create game ready assets, that work well within given technical limitations
- adaptable to new technologies
- ability to creatively translate concepts and ideas into authentic characters
- keen eye for detail and realism
- positive, team-oriented attitude
- proactive, self-motivated, can work without direct supervision

SOFTWARE SKILLS

3D Studio Max - proficient skills
- low poly modelling, high poly modelling, hardsurface modeling, retopology (graphite modeling tools), spline modelling, efficient uvw unwrapping, texture baking,lightmap baking)
- basic rigging and skinning skills using the biped skinning method & dual quaternion skinning
ZBrush – proficient skills
- digital sculpting, 3d surface detailing, polypainting, character posing, human anatomy knowledge, extracting texture maps (displacement, ao, nm)
Substance Painter - proficient skills
- painting realistic texture maps using particle effects and the PBR workflow, hand painting stylized texture maps (albedo only)
Mudbox
- hand-painting stylized & realistic texture maps for 3D assets, painting texture maps directly on the UV'ed low-poly models, exporting texture maps to PS
XNormal
- extracting AO, Cavity & Normal maps to be further used in different Real-time environments
V-Ray
- advanced V-Ray 3.1 material creation (including physically based GGX shaded materials), creating professional lighting setups, rendering, architectural visualization, product showcasing
Keyshot
- rendering, advanced material creation
Photoshop - proficient skills
- texture painting, illustration drawing, vector drawing, image editing, compositing render passes (Zbrush BPR & V-Ray)
Marmoset Toolbag
- setting up both realistic and stylized real-time environments for showcasing 3D characters inside the Marmoset engine
- ability to achieve realistic results using textures adapted to the PBR workflow

LANGUAGES
English C2 Level – Written, Spoken, Understanding
German B1 Level – Written, Spoken, Understanding

Skills

  • 3D Modeling
  • Digital Sculpting
  • Texturing
  • UV Mapping
  • 3D Visualization
  • Character Modeling
  • Hard Surface Modeling
  • Rendering
  • Illustration
  • 3d character creation
  • 3d printing sculpting
  • Software Proficiency

    ZBrush
    ZBrush
    3ds Max
    3ds Max
    Substance Painter
    Substance Painter
    Photoshop
    Photoshop
    Marmoset Toolbag
    Marmoset Toolbag
    Marvelous Designer
    Marvelous Designer
    xNormal
    xNormal
    NDO
    NDO
    Keyshot
    Keyshot
    V-Ray
    V-Ray
    Ornatrix
    Ornatrix

    Productions

    Experience

    3D Character Artist

    Gameloft
    January 2016 - Present | Cluj Napoca, Romania

    - Creating the complete appearance of a game character at the quality required by the next-gen consoles market (Apple iPhone, Playstation 4, Nintendo Wii, XBOX One).

    - Creating the textures, optimizing the geometry of the character, using the in-house tools to export and check the result in-game.

    - Work process:

    - Creating the high polygon character model using Zbrush

    - Creating the low polygon character model in 3D Studio Max, optimizing the geometry for animation, unwrapping the low poly character model

    - Baking additional texture maps in Substance Painter

    - Creating the final textures in Substance Painter and Photoshop

    - Testing the final result in the proprietary game engine

    - Software used on a daily basis: Zbrush, 3D Studio Max, Substance Painter, Photoshop, Xnormal, Polyunwrapper, Marmoset Toolbag, Bitmap2Material

    3D Character Artist

    Tibi Neag Freelance
    July 2012 - Present | Cluj Napoca

    - self-taught 3D Character Artist

    - proficient in: Zbrush, 3D Studio Max, Mudbox, Substance Painter, Photoshop, Marmoset Toolbag

    - worked on a variety of projects, from illustrations to game characters to 3D print ready models

    - open to freelance projects

    - e-mail: neag.tibi@yahoo.com

    Portfolio:

    http://www.facebook.com/TibiNeag3D

    3D Modeler/ Render Artist

    Steelcase Inc.
    October 2013 - April 2015 | Romania

    - Modeling complex Steelcase products (low-poly & high-poly) that closely follow advanced Pro Engineer CAD models using 3DS Max with the following techniques: poly modeling, sub-division modeling, retopology using the Graphite Modeling tools

    - Modeling, UVW mapping and texturing low-poly Steelcase assets for the Unity platform

    - Rendering Steelcase high-poly products using V-Ray 3.0 for different uses: beauty renders, 360 viewer renders, close-up & detail renders

    - Creating complex V-Ray materials with a high degree of realism as requested by the corporate standard