Fred Esparza
3D Artist /Technical Artist
956-257-2165 | fr3d.artstation.com [email protected] 408 Rancho Del Rey. Mission, Texas
Objective
Continue to progress as a professional 3D artist and create engaging interactive experiences
Skills
High-poly /Low-poly Modeling | Texture Baking |Rigging |Animation |3D Scanning Pre-viz |Texturing(PBR)
Software
3ds Max |Maya |Zbrush |Quixel Suite |Substance Painter /Designer | Photoshop | Topogun 2.0 | Marmoset Toolbag | Keyshot |Arnold
Engine
Unity |Unreal Engine /UDK| Cry-Engine |Lumberyard |Autodesk Stingray
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Experience
GhostWare Games |3D Artist |May 2016 – Current
3D Scan LA |3D Artist |February 2016 – April 2016
Halon Entertainment| FX Artist| January 2016 – February 2016
Black Spiral Studio |3D Artist | May 2015 – December 2015
Environment Art Intern | Sony SCEA/Santa Monica Studios| December 2013 - April 2014
Education
The Art Institute of California - Los Angeles | Bachelor of Science in Game Art & Design | January 2010 - December 2013
3D Artist /Technical Artist
956-257-2165 | fr3d.artstation.com [email protected] 408 Rancho Del Rey. Mission, Texas
Objective
Continue to progress as a professional 3D artist and create engaging interactive experiences
Skills
High-poly /Low-poly Modeling | Texture Baking |Rigging |Animation |3D Scanning Pre-viz |Texturing(PBR)
Software
3ds Max |Maya |Zbrush |Quixel Suite |Substance Painter /Designer | Photoshop | Topogun 2.0 | Marmoset Toolbag | Keyshot |Arnold
Engine
Unity |Unreal Engine /UDK| Cry-Engine |Lumberyard |Autodesk Stingray
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Experience
GhostWare Games |3D Artist |May 2016 – Current
- Programmed scripts in C# to create Game-Play, Player, and UI elements.
- Created Environment and Player Assets.
- Used modern texturing techniques with DDo, and Substance Designer to keep a consistent art style.
- Rigged and Animated character inside 3ds Max and ported to Unity.
- Created Pre Visual Art to create a cohesive look and feel for the game.
3D Scan LA |3D Artist |February 2016 – April 2016
- Re-Topologies scan data provided by clients.
- Created automated script using WrapX python API.
- Modeled custom Base Mesh.
- Rendered in Luxion-Keyshot 6.
Halon Entertainment| FX Artist| January 2016 – February 2016
- Created Particle Effects assets using Unreal 4 Cascade, After Effects, FumeFx.
- Created Destruction Simulations using Pull Down It.
- Carved out broken mesh details.
- Used Shotgun to maintain an organized workflow.
Black Spiral Studio |3D Artist | May 2015 – December 2015
- Created Prop and Character Assets.
- Used modern texturing techniques with DDo, and Substance Designer to keep a consistent look to assets.
- Rigged and Animated character inside 3ds Max and ported to Unity.
- Created Animation Trees inside Unity To create the animation Controllers
- Worked with a small team to create high quality 3d scans.
- Cleaned 3d Scan generated from capture.
- Projected Base Topology.
- Generated FACs / Blend Shape library for Character Model.
- Researched and documented photogrammetry workflow to create character models that are generated from a human scanning process.
- Worked with an outsourcing team, evaluated their work and helped document internal workflow to send to the rest of the team.
Environment Art Intern | Sony SCEA/Santa Monica Studios| December 2013 - April 2014
- Assisted the Lead Destruction Artist with maintaining a cohesive understanding of the Destruction pipeline with the designers and artist.
- Carved out broken mesh details.
- Assign collision mesh to physics object.
- Troubleshoot physics object/breakable.
Education
The Art Institute of California - Los Angeles | Bachelor of Science in Game Art & Design | January 2010 - December 2013
- Best Portfolio of Graduating class of 2014
- Dean List of Honor Summer 2010 – Winter 2014
- Best of Quarter Intro to 3d Modeling, Hard Surface and Organic Modeling
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