As the Lead Technical Artist and 3D Artist on Project Freefall: Early Access, I took ownership of the character pipeline, from concept to implementation, while also contributing to VFX and environment assets. Working closely with concept, design, and engineering teams, I helped shape a streamlined production pipeline that supported the project’s creative and technical goals.

 

Character Pipeline

Software Used: Houdini, Substance Painter, Unreal Engine 5, Whisk, Tripo3D

Character sheet concept AI generated using whisk, on the right side is the final 3d model output, 2K texture and 10k polys.
Breakdown of the character ai generation using Tripo3D software. To get detail I used a closeup body part concept and genreated a high poly and a low poly model to bake down.
In houdini did a break down of high to low poly baking for each body part. Reduced polys to desired amount for each part, aut unwrapped uvs and before baking. Finally merged all the parts and did a auto uv unwrap on merged mesh before bringing the model into Substance Painter for final texture.

Clouds

Software Used: Houdini, Niagara, Unreal Engine 5

Used Houdini to generate cloud volumes and then convert to VDB geometry mesh
In Unreal Engine, this is showing the cloud mesh with the 6 point lighting texture applied and I am controlling lighting on the mesh through material.
Houdini- Render image of a cloud from a view angle with RGB lights applied.

Island City

Software Used: Maya, Substance Painter, Unreal Engine 5

Island City
Building Material
Building Trimsheet

Material and Niagara VFX

Software Used: Niagara, Unreal Engine 5

For this dynamic electric VFX, using Niagara applying a VFX based off the skeletal mesh input.
Using material driven animated shader causing the ducks to flap control speed and intensity, using custom primitive data to drive variation between birds.
Using MPC driven parachute material for opening and added movement.

Using a material created a iridescent effect on the chameleon skin that warps based off camera rotation