About


Hi. I am Yin Shiuan. (nickname)

I've over 10 years of professional 3D asset experience for feature animation and AAA video games, including How to train your dragon TV, LEGO Star Wars, Monster Hunter World, Resident Evil 7, etc. I specialize in photoreal 3D character and focus on creating believable 3D artwork.

Fully understanding 3D asset workflow, PBR workflow, and non-destructive procedural workflow. (Substance Designer) Have strong experience of procedural texturing.
Currently, I'm working in a game industry in Taiwan. Not only work for the
character but I also work for the 3D assets, environment, FX, procedural modeling,
procedural texturing, and pipeline development. I enjoy R&D and also love chasing
world-class artwork every day.

My professional skills are modeling, texturing, shading, lighting, hair. I also have the
ability to develop some custom tools based on the Maya MEL scripting.


feel free to contact me: mail


Linkedin


Experience:

Lead Artist at Playerium (2015~)

(modeling, surfacing. lighting, rendering, hair, FX, procedural pipeline
integration, outsourcing management, leading production team)

Working on some AAA video games.

Working project:
- Monster Hunter World



 - Resient Evil 7
- City of the Shroud
  • team leader
  • character assets (high/low model, uv, bake)

Lead CG Asset Artist at NEXT MEDIA ANIMATION (2013~2015)

(modeling, surfacing, lighting, hair, cloth, tools development)

Focus on the production pipeline improvement in the first year. Integrate 3D
package and real-time game engine workflow.

Involved in different projects in the second year. Including TV animation,
AR/VR, Digital Double, News, Training, etc.

Working project:
  • Integrate Marvelous Designer into production pipeline. Software training. Custom tool development(Maya)
  • Hair & Fur research (maya hair/yeti/xgen)
  • Marvelous Designer for cloth creation pipeline.
  • Brogent - d-Ride (Lead of CG asset artist. Assets build for Unity game engine)
  • DEM - Photoreal digital double for Jeffrey Koo Sr. (Realistic Texturing/Shading, Lighting support)
  • 3D character modeling/texturing/shading (Specialize in realistic character)
  • Cooperate with R&D team to development and test whole pipeline for the company.
  • Max > Maya > UDK pipeline development and test.
  • Support realtime avatar system development and asset creation.

3D artist at SOFA Studio 首映創意 (2010~2012)

(modeling, texturing, shading, lighting)

Working project:
 Feature animation

Worked for SOFA Studio, I was responsible for modeling, texturing, shading, lighting, and compositing. My last project, LEGO Hero Factory 2013, I was leading our team members to create the main shading works.

Working projects:
-LEGO Hero Factory 2013
  • character, environment, and props surfacing
-LEGO Star Wars The Empire Strikes Out
  • primary:character, props surfacing, lighting
  • modeling
-How to Train Your Dragon Riders of Berk
  • props surfacing
-Vicky Viking TV
  • props surfacing
  • env surfacing
-MuMuHug(own IP)
  • props modeling, surfacing
  • env modeling, surfacing

Skills

Professional skills:
  • modeling - traditional and procedural (Houdini)
  • UV layout
  • baking
  • texturing - traditional and procedural (Substance Designer)
  • shading
  • lighting
  • rendering - Arnold
Extra skills:
  • Compositing (Nuke)
  • MEL scripting
  • FX (Maya, Houdini, UE4)
  • Mentalray phenomenon

Software knowledge:
3D-Coat
3ds Max
After Effects
Arnold
Blender
Fusion
Fusion 360
Houdini
Maya
Mel
Marvelous Designer
Mental ray
Modo
Mudbox
Nuke
Photoshop
Qrixel
RenderMan
Shave and a haircut
Substance Designer
Substance Painter
Unreal Engine
Unity
Vray
XGen
XNormal
Yeti
ZBrush

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