David Bailey 3D Artist snake85027@yahoo.com http://www.dwbailey.com Phoenix, Arizona 480-478-0193 SKILLS SOFTWARE SKILLS Proficient in: 3DS Max, Maya 17, Substance Designer, Substance Painter, Mudbox, ZBrush, Adobe CS5, UNITY, UE4 SOFT SKILLS 6+ years in interactive entertainment industry. Proven ability to complete projects with tight deadlines. Capable of learning new technologies and teaching other team members. EDUCATION Art Institute of Phoenix 2002- 2005 Bachelor of Arts: Game Art and Design EXPERIENCE PointInTimeStudios 2016-Present(freelance) My job here is to use UE4 and import models as well as create models when needed for highly detailed rooms and to set up blueprints for interactions. This is for a VR experience using the VIVE. I would use 3ds max to model the highly detailed models by way of box modeling. The models would need a clean unwrap so that when unreal creates a light map channel there would be no overlapping so that the light bakes would be able to process. Some models would use several materials. I would create a albedo, metal, roughness map. Once the models were imported I would make sure the textures were correctly connecting to the proper nodes within Unreal. After the models were all in I would place area lights AppliedVr (Los Angeles, CA) Working with Unity and Oculus Rift and Gear VR as a 3d Artist 2015 – 2016 3D Environment Artist for Virtual Reality - Modeling, Texture Painting, Lighting & Environment Layout While working at Applied VR I used 3ds Max, substance designer, substance painter, Photoshop, Quixel, ZBrush, Unity, Oculus Rift. I worked on several projects there as a 3d artist. One project was for a major Car company. I had to reduce the Polycount on a vehicle that was 10, million faces down to 60,000 triangles. I brought the pieces that I needed into 3ds max and put them on their own layers and section by section I would remodel by starting with a plane and extruding the edges out with snapping on. After the model was finished I unwrapped each section and used Photoshop for the texture. When that was done I imported the model into unreal and set up the materials for the programmer to attach code. The next project was creating 3d environment assets. We had several themes so I began by gathering research images. Then in 3ds max I would start blocking out the environments. After that I would use 3ds max to create modular assets, walls, buildings, barrels, cactus, crates and fences. I typically use the box modeling method. Starting with a box and use edible polymode and extrude faces and edge rings. After the set of models were done I would then unwrap the models and paint textures from scratch in Photoshop. The final project there was for an insurance company. My part was creating a few environment assets. For example I modeled out a ladder. First I gathered height and width references. Then did a basic block out for the ladder. Then modeled it in a modular way and created 1 step, 1leg and pieces that were not modular. After that I began unwrapping the pieces and used Photoshop’s Quixel to create the different textures for a PBR material. I created the metal map, roughness map and albedo map in Quixel. I did this process with all the other assets. Once the maps were done I then imported them into Unity and used the Standard PBR material and plugged in the textures into their respected slots. I used substance painter for various models for our Insurance project which had real world objects like vehicles and other props. Unique Landscapes 2013-2014 I created environments based on pool designer specifications using a program called Pool Studio. Rocket City Studios (Huntsville, AL) Second Chance Heroes (PS4) Mar 2011 - Mar 2013 My job here was to create environment 3d assets. I would create 3d assets based on concepts given from the concept artist. We would create modular environment assets as well as scene props to fill the environments. I mostly worked on the mall assets in the first level as well as various textures for the zombies.