Modeled and textured heads, outfits, and accessories using scan data, texturing.xyz pore maps, Wrap 3, Zbrush, Marvelous Designer, Mari, Substance, and Maya.
Collaborated with tech art and engineering to establish character customization system for an unannounced VR experience.
Created hair cards and textures using Maya, Hair Grabber 2, XGen, and Arnold.
Modeled and textured Ghostbusters and ghosts for the Ghostbusters: Dimension VR experience.
Modeled, textured, and skinned character and environment models utilizing Maya, Zbrush, Quixel, and Photoshop to produce high quality, stylized assets for an unannounced mobile title developed in Unity.
Created workflow solutions to advance our character texture style utilizing a combination of hand-painting and light baking from high polygon models.
Helped drive the look of character customization system by researching and creating face and body blendshapes with Maya and other proprietary tools.
Collaborated with art director, engineers, and designers to refine character customization system, pipeline, and workflow.
Created high and low poly models, painted diffuse textures, created blendshapes, and weighted character assets for The Sims 3: University Life and The Sims 3: Into The Future.
Modeled, rigged, textured, and lightmapped various world and environment objects for The Sims 3: Dragon Valley, The Sims 3: Midnight Hollow, The Sims 3: Roaring Heights, The Sims 3: Showtime and The Sims 3: Supernatural.
Created wiki pages, managed asset locations, conducted technical and artistic reviews of models.