Tibi Neag
Tibi Neag
3D Character Artist @ Supermassive Games
Guildford, United Kingdom


Tibi Neag - 3D Character Artist

Contact: neag.tibi at gmail.com



- 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


ZBrush – proficient skills
3D Studio Max - proficient skills
Maya - proficient skills
Substance Painter - proficient skills
V-Ray - proficient skills
Keyshot - proficient skills
Photoshop - proficient skills
Unreal Engine 4 - proficient skills
Marmoset Toolbag - proficient skills

English C2 Level – Written, Spoken, Understanding
German B1 Level – Written, Spoken, Understanding
Romanian Native Level – Written, Spoken, Understanding


3D ModelingDigital SculptingTexturingUV Mapping3D VisualizationCharacter ModelingHard Surface ModelingRenderingIllustrationMarvelous DesignerReal-Time3d character creation3d printing sculptingAnatomyRealistic charactersGame Development3DS MaxMayaZbrushRealismGame CharactersUnreal EngineSubstance Painter

Software proficiency

3ds Max
3ds Max
Marvelous Designer
Marvelous Designer
Substance Painter
Substance Painter
Unreal Engine
Unreal Engine
Marmoset Toolbag
Marmoset Toolbag



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


  • 3D Character Artist at Supermassive Games Ltd
    Guildford, United Kingdom
    November 2018 - Present

    Working on 3D Characters for AAA titles set to launch on various platforms.

  • 3D Character Artist at Gameloft
    Cluj Napoca, Romania
    January 2016 - October 2018

    - 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, Romania
    July 2012 - October 2018

    - self-taught 3D Character Artist

    - proficient in: Zbrush, 3D Studio Max, Maya, Marvelous Designer, Substance Painter, Photoshop, Marmoset Toolbag, Unreal Engine, V-Ray, Keyshot.

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



  • 3D Artist at Steelcase Inc.
    Cluj Napoca, 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