Vasco Rodrigues
Vasco Rodrigues
Lead Hard Surface Artist @ Realworld One
Freiburg, Germany

Summary

I love creating detailed and realistic weapons and props, especially for FPS games. My skills include non destructive modeling, detail sculpting, baking, and texturing. I'm passionate about making game assets that look amazing and function perfectly, paying close attention to details like bevel widths, textures, and lighting to bring my creations to life.

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Skills

Hard Surface ModelingTexturingLightingEnvironment ModelingPBR TexturingLow-poly ModelingGame DesignGame Development

Software proficiency

3ds Max
3ds Max
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
Marmoset Toolbag
Marmoset Toolbag
ZBrush
ZBrush
Photoshop
Photoshop
Maya
Maya
Marvelous Designer
Marvelous Designer
Substance 3D Designer
Substance 3D Designer
Unity
Unity
GitHub
GitHub

Experience

  • 3D Weapon Skin Artist at Freelance
    Remote, PT
    September 2020 - Present

    - Creating AAA quality high-poly models with great readability for both all the weapons in the game and custom ordered skins, recently half way done through half of the updated CS2 models

    - Syncing with various stake holders on skin design decisions and delivering multiple different variations on each of the skin designs

    - Successfully contributed to our team winning a weapon spot on the Dreams & Nightmares Case global contest

  • Lead Hard Surface Artist at Realworld One
    Freiburg
    October 2021 - Present

    - Lead members of the modeling department in the development of AAA quality assets

    - Participate in the estimation and scheduling of projects - Provide regular review and feedback on teams work in a clear and constructive manner

    - Raise the bar for the project by demanding high results from self and team members

    - Actively participate in the constant improvement of work methods and pipelines

    - Share knowledge and recommend best practices in the 3d hard surface field

    - Ensure that produced and integrated assets meet the quality standards and are well optimized

    - Sync with other lead artists to tackle cross-department or cross-team challenges

    - Develop photorealistic complex high poly props/devices

    - Making optimization decisions according to the technical limitations and ensuring that both models and textures work perfectly inside Unreal Engine

    - Creating custom shaders to improve the visual quality while keeping in mind the optimization requirements for VR development

  • 3D Generalist at Realworld One
    Freiburg, Germany
    October 2020 - October 2021

    - Created Hi-poly, Low-poly models for use in VR and product marketing.

    - Creating both unique and Trim textures for efficient use in environments

    - Baking dense high poly meshes into very lightweight game-ready models in Marmoset Toolbag

    - Texturing photorealistic assets for both product visualization shots and tweak the textures accordingly for better readability in virtual reality experiences

    - Texturing environments using a combination of smart materials Substance Painter, Quixel Decals, and some personal decals.

    - Created textures for Pipeline Usage within Unreal Engine

    - Environment/Prop optimization for the best performance while maintaining visual fidelity.

  • Freelance 3D Generalist at Realworld One
    Remote, Germany
    April 2020 - September 2020

    - Created Hi-poly, Low-poly models for use in VR and product marketing.

    - Creating both unique and Trim textures for efficient use in environments

    - Baking dense high poly meshes into very lightweight game-ready models in Marmoset Toolbag

    - Texturing photorealistic assets for product visualization shots

    - Texturing and environments using a combination of smart materials Substance Painter, Quixel Decals, and some personal decals.

    - Created textures for Pipeline Usage within Unity / Unreal Engine.

    - Post processing development for asset visualization in Marmoset

    - Environment/Prop optimization for the best performance while maintaining visual fidelity.

    - Lighting and rendering the final product in Marmoset Toolbag.

    - Creating game-ready modular buildings

  • 3D Contract Artist at Dekogon
    Remote, United States of America
    December 2019 - Present

    - Created Hi-poly, Low-poly models.

    - Uniquely/Trim unwrapping texture maps for the models

    - Baking edge highlights and normal map details through Marmoset Toolbag

    - Texturing using Substance Painter, creating smart masks, smart materials and procedural textures.

    - Created textures for Pipeline Usage within Unity / Unreal Engine.

    - Post processing development for asset visualization in Marmoset

    - Environment/Prop optimization for the best performance while maintaining visual fidelity.

    - Lighting and rendering the final product in Marmoset Toolbag.

    - Creating game-ready modular buildings

  • 3D ENVIRONMENT ARTIST at NerdMonkeys
    Lisbon, Portugal
    March 2019 - July 2019

    -Modeling and texturing clothes variations of Paragon's Wukong character.

    -Created Hi-poly, Low-poly models.

    -Baked down textures from models and textured them in Substance Painter.

    -Created textures for Pipeline Usage within Unreal Engine.

    -Initial and final Lighting and Post Processing of the previously created environment

    in Unreal Engine.

    -Environment optimization for the best performance while maintaining visual fidelity.

    -Created the final renders of the environment within Unreal Engine.

  • 3D Artist at GameNest
    Lisbon, Portugal
    July 2018 - October 2019

    -Process development, art direction, and visual standard establishment.

    -High | Low poly modeling and texturing of interior environments and props.

    -Digital sculpted organic models.

    -Stylized PBR Texture development, optimization, and implementation within Unity.

    -Retopologized models for the best possible performance while maintaining the visual quality.

    -BSP blocking for a level selection scene.

    -Volumetric scene lighting within Unity.

    -Final lighting optimization pass for a baked lighting solution within Unity.