Texturing &
shading
SHADING Experience
Jailbirds
Task : Character and environment texturing, animated shaders and vfx
Project Type : VR Experience
Studio : The Pack
Date : 2021
Replaceable
Task : Texturing of all characters and props, animated shaders and vfx
Project Type : Video game
Studio : The Pack
Date : 2019 - 2020
GEMS
Task : Character modeling, texturing, posing, shading
Project Type : 2D to 3D, fanart
Context : Personal Project
Date : 2019
Helion
Task : Character design, modeling, posing, texture, shading, groom
Project Type : Design, groom & shading practice
Context : Personal Project
Date : 2023
yourland
Task : Character and prop texturing, animated shaders and vfx
Project Type : Animated feature-film
Studio : The Pack
Date : 2020 - 2022
Spider boys
Task : Character modeling, texturing, posing, halftone shader creation
Project Type : Style recreation, fanart
Context : Personal Project
Date : 2019
SKILLS
Optimisation
Working in game engines has made me aware of their limitations.
It allowed me to research ways to go in line with what they do best and reach the best output possible. I am versed in UV layouts, atlassing, trim-sheets, and other methods to reduce drawcalls depending on the machine specs, and just have a smoother workflow in general.
Translating concept
Having had the chance to work on very varied projects style-wise, which made me practice realistic rendering as well as painterly results. I am now comfortable enough with a palette of programs that I know how to approach different styles to achieve those results.
Custom shaders
In my own projects as well as at the studio, I have had to create custom shading networks through nodes - in Maya’s Hypershade or Unity’s Shadergraph, or even Unreal.
I have created animated shaders, VFX shaders & stylised shaders for specific artstyles.