Texturing & Surfacing,
@ Ubisoft, PLX, Mikros Image, Grid-VFX, etc
At the start of my career I was offered the role of Texturing & Surfacing Artist at a small-ish VFX house. At the time, I did not aspire to be said artist-type but sticking to it brought perspective. Quickly I came to enjoy balancing scientific reality and the reality of the screen "real estate" with PBR as my weapon, though I much prefer the acronym PPS instead.
This page's content is created between 2015 - 2021 and is mainly texture oriented. Since 2021 I've been grumbling along in more technical roles instead.
Textures: Photoshop, Krita, Mari, Substance Designer/Painter
Shaders: Dunia Engine, IRay and Arnold for Maya/Houdini
This page's content is created between 2015 - 2021 and is mainly texture oriented. Since 2021 I've been grumbling along in more technical roles instead.
Textures: Photoshop, Krita, Mari, Substance Designer/Painter
Shaders: Dunia Engine, IRay and Arnold for Maya/Houdini