Digital Artist
Digital Artist
I use traditional digital artist skills such as digital painting and photography and augment those with 3D sculpting, modelling and texture creation to create unique art and product design.
3D Generalist
Designing, creating and rigging 3D designs and products. I can also code in multiple languages and frequently leverage that to create pipelines for more complex projects and specialise in (but not limited to) C++ and Unreal engine
Technical Artist
When I am working in a technical artist role I am acting as a bridge between artist and programmers coming up with solutions that are artist friendly and maintainable / performant from a coding point of view.
Because of my diverse skillset and experience I can significantly contribute both to the Artistic process and the development process.
A good example is where I am currently creating a solution allowing the level designers in Unreal to move from lots of manual placement of assets on a per project basis to a plugin they can just add to any project for auto placement.
Using this approach also allows multiple developers to work on different aspects of an Unreal project which is typically hard because you are always dealing with binary files in source control.
The Geeky Stuff
Skill set highlights (but not limited to, please ask if you have other requirements I have done a lot over the years and done it well)
Substance Painter including working with UDIMS and large texture sets.
Substance Designer creating fully procedural materials either for rendering or using in other applications such as Unreal.
Substance Sampler quickly create high quality PBR materials
Unreal Engine blueprint and C++, Perforce, GitHub and I’ve successfully compiled the whole engine and made changes to it.
Adobe Photoshop, Premier Pro, Audition, Light Room (I can use the other adobe products as well but these are the main ones I use)
Blender; Blender is the swiss army knife of 3D tools and open source so I can modify it as required with Python and I’m really quick with it. Blender is my go to tool, but I frequently work with others using Maya, 3DS Max, Revit etc. it’s no problem and if it’s a long term contract my skills are portable to whatever 3D package is being used.
IClone Character creator, IClone and 3DXchange I used these for character modelling as it gives good export capability’s for multiple platforms like Unreal, Unity, Blender, Mayer etc.. easy motion capture for face rigs and retargeting of animations from other applications.
Visual Studio, I predominantly code in C++, JavaScript, Python but can code in other languages as well + the expected scripting languages, bash, power shell etc.
I’m used to working in large environments and the issues that can cause if you get anything wrong at scale and how to avoid that.
I’ve always worked globally with diverse teams from around the world in all time zones check out my linked in profile for my varied career path! Mark Edwards | LinkedIn