- PRO
Dmytro
3D Artist (Props, Exteriors, Environment), 40 000 грн
- Вид занятости:
- полная
- Возраст:
- 48 лет
- Город:
- Днепр
Контактная информация
Соискатель указал телефон , эл. почту и LinkedIn.
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Получить контакты этого кандидата можно на странице https://www.work.ua/resumes/4314070/
Опыт работы
3D Game Designer
с 01.2017 по наст. время
(8 лет 7 месяцев)
Freelance, Дніпро (Дизайн)
Portfolio: https://www.fab.com/sellers/D.sushko1977
UNREAL ENGINE 5
My game here:
https://store.steampowered.com/app/3394760/MY_HOUSE/?beta=0
(Action TPS, Tower Defence)
1. Work with materials and assets. Megascans Quixel Bridge. I have full access to the entire Quixel library, which is no longer free at this time.
2. Design of landscapes and elements of the environment. I have my own library of landscapes with materials, foliage, water surfaces, snow, sand, mossy and etc. For now, my own library has 231 projects.
3. Work with light.
4. Import of 3D objects created using other software (Cinema4D and Blender)
5. Import of textures and creation of PBR - materials.
6. RIZOM-UV. Finalization of UV`s inside UE5, if there is a need for it.
7. Working with Blueprints.
8. Refinement of imported models. Transformation of objects consisting of many elements into a Single Object with preservation of layers for the possibility of superimposing any material on any of the object's elements.
9. Sound and Sound effects. Sound attenuation effects.
10. Animation BPs
11. Character Blend Animations.
12. Game UI (working on it)
VFX
1. Niagara system actually has everything I need, but sometimes I want to do something special.
2. Work with textures and materials for particle effects.
3D modeling in the Cinema 4D program
1. Hard Surface modeling.
2. Subdivision surface modeling.
3. Modeling and visualization of environment elements.
4. Preparation of models for export to UE5.
5. Creating modular assets for UE5 (10 units snap greed)
Working with textures
1. Active use AI (Leonardo AI, Recraft AI, With Poly AI) tools for creating textures.
2. Creation of seamless textures with another AI tools, or use Photoshop for this tasks.
3. On the basis of already created textures, the development of textures that are necessary for the reproduction of PBR - materials - Normal-map, Roughness, Metallic, Glossiness, Ambient Occlusion, etc.
4. Work with the Materialize program - to create PBR materials.
SPEEDTREE
1. Trees, bushes, flowers, etc.
2. Make my own atlases for texturing assets.
3. Use AI for creating leaves and barks.
4. Optimization counts of triangles.
5. I have 25 templates of nature in my library on Fab.com
Portfolio: https://www.fab.com/sellers/D.sushko1977
All assets were checked by UE team. All of them correctly named, have correct UV, have correct Light Maps, Collisions and etc.
Leading engineer
с 02.2016 по 01.2022
(5 лет 11 месяцев)
Service center, Дніпро (Державні організації)
Образование
National Metallurgical Academy of Ukraine
Information management systems and technologies, Дніпро
Высшее, с 2002 по 2008 (6 лет)
Computer systems analyst specialist/programmer engineer.
Дополнительное образование и сертификаты
American English Center
2017
College of Automatic and Telemecanique Dnipro City
1996 Junior systems engineer
Знания и навыки
- Adobe Photoshop
- Cinema 4D
- Unreal Engine
- Materialize
- SpeedTree
- AI Recraft
- Leonardo AI
- AI tools
- PBR Texturing
- Текстурування
- Моделювання
- UV mapping
Знание языков
Английский — средний
Дополнительная информация
My first works here. I keeping them as reminder where I was in start of my career:
https://www.behance.net/sushkodimobcc5
My first game here:
https://store.steampowered.com/app/3394760/MY_HOUSE/?beta=0
There are 3 big updates In my plans:
More new levels, more VFX, more musics, better monsters AI.
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