Jahongir S.
Senior 3D Digital Scluptor/Texture/ Character/ Creature/ Artist
Hello! I’m a Senior 3D Character Artist with 8+ years of experience in full-cycle character creation for games, including AAA production. Specialized in high-end character sculpting, game-ready topology, UVs, baking, PBR texturing, and real-time integration in Unreal Engine. I have strong understanding of modern character workflows (ZBrush → Blender/Maya/Marmoset toolbag → Substance Painter → Unreal Engine), optimization for performance, LODs, and technical requirements for animation/rigging. Comfortable collaborating with multidisciplinary teams and taking ownership of character pipelines, quality standards, and mentoring. MY CORE SKILLS CHARACTER ART & MODELING: 3D Character Modeling (Realistic / Stylized) High-poly Sculpting (ZBrush) Game-ready Modeling (Low-poly, Mid-poly) Retopology (Manual + Auto workflows) UV Unwrapping, UDIMs (when required) Hard-surface + Organic modeling Facial anatomy, human proportions, cloth folds TEXTURING & MATERIALS: PBR Texturing (Metal/Rough) Substance Painter, Substance Designer, Skin shaders, microdetail, tileable materials Texture optimization (resolution planning, packing) BAKING & TECHNICAL PREP: Normal/AO/Curvature/ID baking Cage workflows, clean bakes, troubleshooting artifacts Tangent space consistency (MikkTSpace) Map packing (ORM, etc.) Game Engine Integration: Unreal Engine (UE4/UE5) character setup Material setup, shaders, masks LODs, performance budgets, real-time optimization Asset naming conventions and export standards Pipeline documentation SOFTWARE: ZBrush, Maya, Blender Substance Painter Unreal Engine Marvelous designer Marmoset Toolbag (baking or presentation) Photoshop PRODUCTION & COLLABORATION: AAA pipeline experience Cross-team collaboration (Animation, Rigging, Tech Art, VFX) Mentoring, leadership, review feedback Jira / Confluence / Perforce / UGS
Earnings and projects
Last 6 months ÷ 6