Above is a sampling of
a few of the characters I helped with.
I technically directed the model and texture creation from subcontractors
or in-house artists to make sure things are on spec and then got them
working in Unreal; Setting up materials and skeleton, skinning, rigging,
level of detail, physics, animation dynamics, animation blueprints
and control rigs for characters and enemies or anything in the environment
that needed to animate.
As principal Technical
Artist I was also heavily involved with lighting, environment materials,
nanite setup, shadow issues, rvt grass issues, world partition issues,
pcg, wpo, etc...
Always exploring new
and better workflows, and helping other artists get past technical hurdles
or challenges.