“I'm still far from being what I want to be, but with God's help I shall succeed.” - Vincent van Gogh
Hey there, my name is Matías Molero, and I'm a 3D Character Artist located in Mendoza, Argentina. I'm looking for new opportunities to move and be relocated to work with new teams, where I would like to give and get new experiences. About the character creation process, I love everything, from sculpting to texturing, clothes and organic especially. I'm passionate about my work and always search characters who have stories that deserve to be told.
My specialties:
- Generate AAA high resolution models, low resolution models, and textures for real-time 3d - engines.
- Collaborate with artists and animators to develop run-time game 3D Data procedures & pipelines.
- Understanding of the game creation pipeline, from concept through to release.
- Understanding and experience creating PBR texture maps.
- Strong understanding of game character creation (retopology for ideal rigging deformation and to convincingly support normal maps)
- Team mentoring
All the best,
Matias.
• Working on an unannounced AAA project.
• Working closely with team designers, concept artists, and art directors to create playable 3D Characters.
• Sculpting, organic / hard surface modeling, UV, baking, texturing.
• Knowledge of the character production pipeline.
• Deep understanding of animations requirements for low poly models creation.
Working on an unannounced project.
• Working closely with team designers, concept artists, and art directors to create playable 3D Characters.
• Sculpting, modeling, UV, baking, texturing.
• Ownership and supervision of art assets through all pipeline stages.
• Knowledge of the character production pipeline.
• Deep understanding of animations requirements for low poly models creation.
• Ability to directly manage, teach. and mentor other artists.
• Knowledge in Photogrammetry and preparing 3D scanned models for character creation.
• Experience making documentation for asset creation.
• Development of high/low polygon models, modeling and texturing skills to create real-time character related 3D assets, ready for rigging and animation.
• Broad knowledge of Art production on AAA games (Zbrush, Maya, Photoshop, Substance Painter, UV Layout, Marvelous Designer).
• Creation of high quality in-game assets for a PBR pipeline, with superb knowledge in normal map creation/baking process.
• Abilities in hard surface and organic modeling.
• Knowledge to transfer high poly models to low in game meshes adhering to specified budgets.
• Close collaboration with the Art Director and Lead Artist to work within the visual style of the game.
• Knowledge to maintain a balanced quality and efficiency of work to gain the best possible results within in the given time frame and technical constraints.
• Professional and collaborative attitude to solve conflict resolution and problem-solving skills.
• Excellent attention to design, detail, form and function.
• Excellent communication skills and ability to work efficiently within a team, able to communicate willing to receive and give direction and critique, with an friendly personality to inspire and motivate a large team of creative talent.
• Experienced building detailed characters off of conceptual drawings or photographic reference.
• Proven ability to create photo-realistic textures to specifications.
• Ability to sculpt, model and texture map of organic models.
• Understand mesh topology and edge loops as it translates to efficient modeling practices for in-game characters.
• Communication and interpersonal skills and the ability to work collaboratively and succeed in a diverse work environment.
• Knowledge of PBR (Physically Based Rendering) materials.
• Technical modeling skills (clean mesh, uvs, and scene organization). Familiar with topological modeling limitations (high- and low-resolution).
• Understanding of game character creation (retopology for ideal rigging deformation and to convincingly support normal maps).
• Create texture maps
• UV mapping.
• Work with remote teams
"Deartis Digitale offers professional and innovative solutions in the world of 3D Color Printing and Digital Technology using Scanning Photogrammetric technics."
• Technical modeling skills (clean photogrammetry scans, improving scan texture maps, UV Mapping, and scene organization).
• Reconstruction and improvement of scans from photographic references.
• Understand mesh topology, as it translates to efficient modeling practices for 3D print assets.
• Communication and interpersonal skills and the ability to work collaboratively and succeed in a diverse work environment.
• Freelance work with remote teams.
Below is a list of Responsibilities:
• Technical modeling skills (clean mesh, uvs, and scene organization). Familiar with topological modeling limitations (high- and low-resolution).
• Understanding of game character creation (retopology for ideal rigging deformation and to convincingly support normal maps).
• Creating texture maps (diffuse, normal, specular, light maps, etc).
• UV mapping.
• Able to interpret 2D concepts, sketches and reference images to correctly when creating 3D models.
• Communication and collaborative problem solving skills with programers.
• Experience with Unity game engine, and Oculus technology.