CV
Tom Priest
Skills
Talented and motivated 3D Artist with 8 years industry experience and a proven track record of creating high quality work, both through my own freelance efforts and as part of a bigger team. Main skills include:
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Hard surface modelling for environments, vehicles and other assets with a keen eye for topology and solid UV skills. Experience in a range of software for this.
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Organic modelling including Characters and vegetation, through a mix of sculpting and retopologising.
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Look development and layout for environments, using spatial awareness to make the most out of any area keeping a consistent feel throughout shots.
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Texturing in a PBR workflow using Substance Painter and applying textures to shaders to create great looking assets.
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The use of lighting to make the most out of any shot, be it stylised or realistic, leading the viewer’s eye where I want it and making sure the frame looks great overall.
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Experience with both Unity and Unreal, taking objects from both a range of as well as using tools within to create environments, lighting to give the scenes life and animating cameras to provide visualisations.
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Finding cheap solutions to complicated problems.
Technical Artist,
PixelMax
2021-2022
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Building game-ready assets in Blender for use in Unreal Engine to create 3D worlds with correct UVs, baked textures and correct normals.
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Designing and modelling 3d Avatars, complete with rigs and animations, for use in Unreal
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Creating locomotion systems in Unreal for external avatar solutions (ready player me, mixamo)
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Working with a 2D concept artist, fleshing out their 2D concepts and realising them in Blender and Unreal to help push ideas further.
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Working with external 3D artists and companies to outsource building 3D worlds when our team was at capacity
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Modelling and rigging assets for use in mini games, complete with proper animations.
Lead Modeller/3D Artist,
Stick And Rudder Films
2017 - 2020
For 2 years I was hired as a Lead Modeler, adopting a more Generalist role as time went by. Some of my responsibilities were:
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Creating great looking characters, environments and vehicles with high detail but executed with low, well placed topology, as well as managing other modellers to ensure all other assets were meeting the high standards of the clients.
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Developed a visual style within the environments through both design enhancements and well-crafted assets.
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Hard surface modelling all of the ships and vehicles and adapting them as the style changed throughout production..
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Providing rig fixes for characters and hard modelled assets as and when needed, be it late design changes or simply helping with maintenance and weight painting, ensuring the animation team had everything they needed.
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Working closely with the DoP lighting a majority of the shots, and monitoring textures and shaders to make sure they appear as desired when rendered.
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Getting the shots through the render farm and keeping the scenes clean, providing fixes for any inconsistencies.
3D Modeller,
Studio Distract
2015 - 2017
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Environment Modelling providing assets where needed and managing a whole area making sure models provided to me were consistent with.
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Hard surface modelling, working with the concept artist to make sure the design not only matched the 2D concept but also made the most of 3D space. Also providing great topology for potential deformation and keeping it low poly due to hardware constraints..
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Guiding interns in ways I’d been helped before ensuring they understood the principles of good topology and good UVs.
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Modelling characters and environments for advertisements, working to strict deadlines and not only meeting the demands of the client but going above and beyond trying to be inventive in ways to add extra detail.
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Working as part of a big pipeline on a variety of projects, adapting to each of their needs and always making sure my work was air tight and ready for the next person.
Intern,
Studio Distract
2014 - 2015
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Taking 2D Concepts and realising them in 3D, hard surface modeling in Maya.
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UVing copious amounts of assets
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Becoming a full, reliable member of the team, making the step from university student to professional modeler.
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Stepping up to an industry standard level of clean files, naming conventions and file management.
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Healthy dialogue with the Art Director, taking his ideas and criticisms and turning them into the best models possible.
Education
University of Salford
BA(Hons) Animation: First Class Honors
2011 - 2014
Stockport College
Art Foundation Diploma
2010 - 2011
Software
Autodesk Maya
Blender
3ds Max
Substance Painter
ZBrush
Redshift
Unity
Unreal Engine
Photoshop
After Effects
Premier Pro
Thinkbox Deadline