I am a 3D generalist with experience in modeling high and low poly, UVing, texturing, rigging, animating, lighting, and rendering in offline and real-time pipelines, with some python
scripting experience as well.
I have worked off and on with Apple for years creating a library (70k+) of assets for generating synthetic environments for machine learning purposes.
I design workflows for outsourcing teams, review vendor work, and develop new methods for scaling volume and quality. I work closely with engineers, helping to give them feedback on tool bugs and designing the UI/UX for new tools.
Worked on a small team building a library of assets/materials for machine learning. Additionally I helped develop an level in Unity by set dressing a space and setting up logic for vehicles and people to move through it. I optimized the assets and render settings to achieve a target frame time.
This was a small gig for a Disney commercial for the new update to one of their theme parks. I was responsible for modeling several of the key buildings based on concept/miniature reference.
I created assets for a training simulator in Unity. Assets ranged from train cars to parts of train car break system parts. I would animate and rig them as necessary, and texture them as high res, photo-real, low poly models. Modeling was done with little to no reference, or with CAD models. Models purchased online were cleaned up, and given LODs.
I worked on a flight simulator creating low poly environment assets, mainly buildings. I would be assigned a geological location, and given a tight time period to model and texture around 3 LODs, and UV them in Maya. Then I would create day, night, and sensor textures in Photoshop, no higher than 2k resolution. After that I would create the text files to run everything in the custom engine to test it, before uploading for QA.