My expertise in 3d graphics extends to technical concepts such as 3d modelling, UV mapping, lighting and rendering. I have experience working with game dev tools and game assets for rendered and real-time projects, including texturing, texture transfer tools, retopology, light baking, texture baking and further asset optimisation. I can work with about any 3d format, such as obj, alembic, fbx, usd and usdz, as well as I am exploring new workflows and formats, including Gaussian Splatting and NERF. I am also familiar with packages such as Reality Capture and Meshroom.
Houdini
I have a vast knowledge of 3d assets creation and optimisation, and preparing 3d assets for VFX, AR and VR. Currently, since working with volumetric capture and photogrammetry, my preferred software is Houdini and Nuke, however, I am not limited to only those. In Houdini, I mainly work in SOPs and TOPs contexts, and I have a deep understanding of COPs network, which helps hugely to create tools that use both 2d images and 3d processes. I know basics of VEX and I am expanding my skills in Python programming. I am particularly interested in procedural setups, technical pipeline development, automation and compositing. Currently, I am also learning new features in Houdini, exploring Karma as well as hair and feather generation and APEX animation tools.
Additionally, here are some other workflows that I am familiar with:
- Working with VDB volumes (cloud creation, Pyro source generation)
- Implementing and applying custom scripts to facilitate and automate workflows
- KineFX and APEX tools
- Optimising 2d and 3d data for different purposes, such as real-time playback, web-based experiences, games and VFX
Gaussian Splatting
- Experience with the following mobile scanning apps:
- KIRI Engine
- Scaniverse
- Luma AI
- Deep understanding and experience of Houdini GSOPs toolset: relighting, animating, optimising and simulating Gaussian Splatting data, both single frame and image sequence assets
- Preparing images for processing
- Testing different implementations from INRIA
- Familiarity with the following plugins:
- Blender KIRI Engine plugin
- GSOPs Houdini toolset
- Volinga.AI UE Plugin
- Postshot UE Plugin
- Luma AI UE Plugin
- creation of synthetic datasets by rendering CGI assets and processing them in Gaussian Splatting format
Architectural and Technical visualisation
I also have experience in architectural and technical visualisation – I have worked as a 3d artist on arch-viz projects before I expanded my skills in volumetric capture and I am still actively involved in that field working on freelance projects. My main tools used in that role are 3dsMax with VRay and Corona and I have been responsible for modelling buildings from CAD drawings, optimising the models, creating materials, texturing, modelling furniture and detailed parts of the house designs. I have also been in charge of lighting, rendering, dressing with additional elements and compositing final shots, using After Effects and Photoshop on still imagery. I also demonstrated my skills in motion graphic design for technical overlays in After Effects. This work includes both interior and exterior designs as well as a number of technical engineering projects.
Virtual Production
Recently, I have been involved in virtual production projects, where I have developed my knowledge in unreal engine and touch designer. I have proficiency in understanding colour spaces as well as creating pre-rendered content and processing for optimised playback on LED panels. You can find more about my virtual production knowledge in 2d section.
Unreal Engine
In Unreal Engine, my skills cover creating camera animation, managing sequencers, creating standard materials, setting and dressing environment levels, creating lighting setups, and being familiar with the movie render queue and rendering. What is more, I know the mesh to Metahuman pipeline and techniques of live-link to animation face and body skeletal rig. At the moment, I am expanding my skills in learning the best techniques in architectural visualisation real time workflows.
Touch Designer
I have recently developed interest in working in touch designer – I have a basic understanding of the software, since I also know houdini. Up to date, I worked with it during a virtual production shoot, however I am exploring further possibilities such as interactive installation creation, audio-reactive projects etc.
XR/AR
I also know the basics of AR app creation, especially with the volumetric and game assets, on the 8th wall platform and I have basic three.js knowledge which helps expand the AR experiences. I am currently exploring ar integration of gaussian splat models into AR. I have also used Adobe Aero app.
More software
Even though I have my favourite software and advanced skills in a very particular area of CGI, I am open to learning new workflows and I expand my current skills regularly. I am aware that several 2d/3d skills that I know from volcap workflows are transferable, so a lot of my knowledge can become helpful while working in a new software package or within a new field of image processing and CGI, such as live entertainment, architecture, engineering, game design or even medicine. By working in my previous roles, I have demonstrated my ability to learn new software quickly and efficiently.
- Houdini (advanced)
- 3ds Max + Vray + Corona (advanced)
- Unreal Engine 5 (intermediate)
- Touch Designer (intermediate)
- Marvelous Designer (intermediate)
- Blender (intermediate)
