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Tibi Neag
Tibi Neag
3D Character Artist
Cluj Napoca, Romania

Summary

Tibi Neag - 3D Character Artist
neag.tibi at 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 ModelingDigital SculptingTexturingUV Mapping3D VisualizationCharacter ModelingHard Surface ModelingRenderingIllustration3d character creation3d 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

  • Iron blade
    • Mobile Game
      Iron Blade
    • Year
      2017
    • Role
      3D Character Artist
    • Company
      Gameloft
  • Counter assault forces
    • Mobile Game
      Counter Assault Forces
    • Year
      2016
    • Role
      Freelance 3D Character Artist
    • Company
      OviLex Software

Experience

  • 3D Character Artist at Gameloft
    Cluj Napoca, Romania
    January 2016 - Present

    - 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 at Tibi Neag Freelance
    Cluj Napoca
    July 2012 - Present

    - self-taught 3D Character Artist

    - proficient in: Zbrush, 3D Studio Max, Substance Painter, Photoshop, Marmoset Toolbag, Keyshot, Marvelous Designer

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

    - open to freelance projects

    Portfolio:

    http://www.facebook.com/TibiNeag3D

  • 3D Modeler/ Render Artist at Steelcase Inc.
    Romania
    October 2013 - April 2015

    - 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