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Introduction: Ear

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A little about me:

Autodesk Authorised Developer

Apple developer

Android Developer

Roblox Developer

Main Career:
As a 3D artist at Bladenode, my view of the world is pretty unique. In many ways, it is a dream job for a creative with a desire to work in 3D design and with emerging technologies.
The work requires a constant creative connection to reality combined with the technical skills to reinterpret it digitally, I am always challenged and never bored.
My day starts with observing the world around me and compiling mental notes on textures, materials and characters that exist in reality. I often find inspiration in every day objects such as desks, chairs, tree branches and even cake.
My inner creative is constantly asking questions like, “If I were that character, what would look, feel and move like?”
What it’s like to work as a 3D artist at AbsolutSoft.
My daily 3D creative process usually involves at least one or more of these techniques and applications:
1) 3D Modeling:
Out of all the 3D tasks on this list, 3d Modeling is my favorite.
Creating things from life is always a challenge and is filled with both creative and technical hurdles. 3D modeling at its most basic involves creating and controlling a series of vertices (points in 3D space), pulling edges (lines that make up the 3D shapes) and smoothing the intersections of points and lines along the way. (lots of times I'm pretty sure they like bitching at me though)
2) Unwrapping:
This is like a new version of the classic game of “Tetris.” The goal here is to get a series of polygons (the shapes that compose 3D models) into a single image (a UV unwrap) for texturing. A UV unwrap isn’t usually the most interesting thing to look at, it’s really just the foundation for the next step. Some people are great at it, some people are bad at it, and some people love it. I love this process and can easily get lost in unwrapping a 3D model, from the simplest of chairs to the goofiest creature.
3) Texturing:
Texturing is the application of colors and details to UV unwrapped 3D models. It’s this phase that pretty much either makes or breaks the 3D model. Without the texture, the model loses out on its potential for visual flair.
4) Animation:
Bringing a character to life with animation is a rewarding but tedious task. Before a model can be animated, it has to be “rigged” and “skinned” (creating a skeleton for the model, and applying constraints for what parts of the skeleton controls the model’s movements).
5) Exporting:
This phase involves preparing a 3D model for a developer so that the developer can start implementing the associated interactive features. This is where the teamwork comes in, as there’s a lot of back and forth between the 3D artist and the developer to ensure that the artistic vision and the implementation are aligned. This is inevitably where things start to break.
Sometimes it gets frustrating.


Programming Languages I write and understand -










Software I use:




Substance Painter

Substance Designer

Substance B2M

Autodesk Maya 2018

Autodesk Mudbox

Autodesk Sketchbook

Corel Draw 


Games I have worked on Contract Wars, Hired Ops & Ravenfield.


Been In Game Design & Game Development Since 2011

Edited by Ear
added more information

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Sir Stone

Glad to have you Ear!

  • Upvote 1

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