Jordi S.
3D Environment & Generalist Artist | Scene Optimization, PBR Shading & Real-Time Workflows Mid-Level 3D Artist with over 6 years of experience bridging the gap between artistic fidelity and strict technical performance. I specialize in delivering production-ready assets for both high-end offline rendering (V-Ray, Corona) and AAA real-time engines (Unreal Engine 5, Unity). My technical foundation was built developing highly optimized, modular assets for ITOOSOFT (RailClone and ForestPack), alongside producing AAA environments for titles like Turok Origins. Recently, I have expanded into B2B freelance solutions for product and medical visualization, managing end-to-end pipelines from organic modeling to complex subsurface scattering (SSS) and translucency optimization. I do not just build assets; I solve pipeline bottlenecks. Whether a project requires disciplined topology, photogrammetry cleanup, strict texel density, or heavy scene optimization to reduce render node hours, I integrate seamlessly into proprietary studio pipelines to deliver technically flawless results under tight deadlines. Core Expertise: Modeling & Topology: Clean quad workflows, photogrammetry cleanup, LOD generation, and UV optimization. Look Development & Shading: Complex PBR material creation, SSS, and medical/product lighting setups. Real-Time & Optimization: Modular environment design, trim sheets, and memory overhead reduction for Unreal Engine 5 (Nanite/Lumen) and consoles. Primary Toolset: 3ds Max, Blender, ZBrush, Substance 3D Painter/Designer, Unreal Engine 5, Unity, V-Ray, Corona Renderer.
Jordi S.
3D Environment & Generalist Artist | Scene Optimization, PBR Shading & Real-Time Workflows Mid-Level 3D Artist with over 6 years of experience bridging the gap between artistic fidelity and strict technical performance. I specialize in delivering production-ready assets for both high-end offline rendering (V-Ray, Corona) and AAA real-time engines (Unreal Engine 5, Unity). My technical foundation was built developing highly optimized, modular assets for ITOOSOFT (RailClone and ForestPack), alongside producing AAA environments for titles like Turok Origins. Recently, I have expanded into B2B freelance solutions for product and medical visualization, managing end-to-end pipelines from organic modeling to complex subsurface scattering (SSS) and translucency optimization. I do not just build assets; I solve pipeline bottlenecks. Whether a project requires disciplined topology, photogrammetry cleanup, strict texel density, or heavy scene optimization to reduce render node hours, I integrate seamlessly into proprietary studio pipelines to deliver technically flawless results under tight deadlines. Core Expertise: Modeling & Topology: Clean quad workflows, photogrammetry cleanup, LOD generation, and UV optimization. Look Development & Shading: Complex PBR material creation, SSS, and medical/product lighting setups. Real-Time & Optimization: Modular environment design, trim sheets, and memory overhead reduction for Unreal Engine 5 (Nanite/Lumen) and consoles. Primary Toolset: 3ds Max, Blender, ZBrush, Substance 3D Painter/Designer, Unreal Engine 5, Unity, V-Ray, Corona Renderer.
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