Sean Phillips
Sean Phillips
3d environment artist
Inglewood, United States

About

I'm a 3D environment/prop artist. I'm skilled in both low and high poly modeling, Hard surface modeling, organic modeling, texturing, shader building and lighting. I use both 3DS Max and Maya. For texturing, I use primarily Substance Painter and Designer. I use both Unreal 4 and Unity game engines.

Resume PDF

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Skills

3D ModelingHard Surface ModelingLightingLow-poly ModelingTexturingUV MappingGame DevelopmentRetopologyHigh-poly ModelingLevel DesignShadersPBR TexturingVR

Software proficiency

3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance Painter
Substance Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
xNormal
xNormal
Quixel Suite
Quixel Suite
Simplygon
Simplygon
Jira
Jira
Preforce
Preforce

Productions

  • Pvvr
    • Movie
      Amazon Prime Video VR
    • Year
      2019
    • Role
      3D Artist
    • Company
      Left Field Labs
  • Spider man far from home poster
    • Video Game
      Spider-man Far From Home VR
    • Year
      2019
    • Role
      3D Artist
    • Company
      Create Advertising Group
  • Download
    • Mobile Game
      MLB Crypto Baseball
    • Year
      2018
    • Role
      3D Generalist
    • Company
      Lucid Sight
  • Csctestlogov2
    • Video Game
      Crypto Space Commander
    • Year
      2018
    • Role
      3D generalist
    • Company
      Lucid Sight
  • Wam coverart d1
    • Mobile Game
      Where Angels Meet
    • Year
      2018
    • Role
      3D Artist
    • Company
      Angeles Vista Creative Ventures
  • Hqdefault
    • Mobile Game
      Mission: ISS
    • Year
      2017
    • Role
      3D Generalist
    • Company
      Magnopus
  • Mobile gx banner dmvr
    • Mobile Game
      Disney Movies VR
    • Year
      2017
    • Role
      3D Generalist
    • Company
      Magnopus
  • Download
    • Video Game
      Coco VR Experience (Emmy Nominated)
    • Year
      2017
    • Role
      3D Generalist
    • Company
      Magnopus
  • Kickstarter deadskins header
    • Video Game
      Deadskins
    • Year
      2014
    • Role
      3D environment artist
    • Company
      Deadskins

Experience

  • 3D Artist at Left Field Labs
    Venice , United States of America
    March 2019 - Present

    • Modeled Prime City environment and props in Maya

    • Made animations for vehicles and objects

    • Created textures in Photoshop and Substance Painter

    • Made design briefs for clients

    • Implemented assets in Unity

    • Modeled low poly Mobile/VR ready assets, rendered and baked textures in VRay

    • Troubleshooted technical issues and optimization

  • 3D Artist at Create Advertising Group
    Culver City, United States of America
    January 2019 - February 2019

    • Fixed assets from outsourcing artists

    • Creating shaders in Unreal 4

    • Creating textures in Substance designer and painter.

    • Implementing assets into Unreal 4

  • 3D Artist at Experius VR
    Los Angeles
    August 2018 - January 2019

    • Rendering out assets via Photogrammetry

    • Cleaning up high poly photogrammetry assets

    • Managing and troubleshooting photogrammetry pipeline issues

    • Look Dev

    • Modeling low poly assets, unwrapping and applying PBR materials the assets

    • Lighting Environments in Unreal 4 and troubleshooting lighting and lightmap issues

    • Creating simple and complex shaders in Unreal 4 and troubleshooting shader issues

    • Managing all assets from outsourcing artists.

  • 3D Artist at Lucid Sight, Inc.
    Los Angeles, CA, United States of America
    February 2018 - May 2018

    Projects: Viacom Viewing Rooms (A Quiet Place, Mission Impossible 6), Crypto Space Commanders, MLB

    • Creating 3D models (hard surface, high poly and low poly) in Maya and ZBrush and their UV layouts

    • Created 2D and 3D concepts

    • Responsible for Look Development

    • Building and lighting scenes in Unity for VR Experiences and VR viewing rooms.

    • Creating 3D hard surface models for an upcoming space game.

    • Creating 3D assets and a crypto collectible game for a major sports league.

    • Painting PBR textures in Substance Painter and editing them in Photoshop.

    • Creating shaders in Unity.

    • Optimizing and updating older assets to better fit the requests of our clients.

    • Troubleshooting technical issues in Maya, Substance Painter and Unity

  • 3D Hard Surface modeler / Texture Artist at Sinful Monarchy
    Los Angeles, Afghanistan
    January 2018 - April 2018

    Projects: Untitled VR Game

    • Creating 3D hard surface models and UV layouts in 3DS Max and ZBrush

    • UV maps, Color ID maps and Normal maps for models.

    • Creating PBR textures using Substance Painter and importing everything into Unreal 4.

    • Troubleshooting any technical issues others may be having with their work and programs.

    • Taught tutorials for different workflows, pipelines, shader creation in Unreal and techniques to use in Substance Painter.

  • Lead 3D artist at Angeles Vista Creative Ventures
    Los Angeles, United States of America
    December 2017 - February 2018

    Projects: Where Angles Meet

    • Creating 3D models and UVs in 3DS Max for a VR Experience for the Oculus Go.

    • Managed assets from outsource artists.

    • Creating new PBR textures and for existing and new assets using Substance Painter.

    • Building scenes and set dressing for indoor and outdoor environments in Unity.

  • 3D Generalist at Magnopus
    Los Angeles, United States of America
    October 2017 - November 2017

    Projects: Pixar’s Coco VR (now Emmy nominated), Nasa Mission: ISS, Disney Movies VR app.

    • Creating low poly, retopo and optimizing models from high poly movie assets for an Emmy nominated licensed IP for both the Oculus Rift and Gear VR.

    • Making texture pages and creating new PBR materials using Substance painter and Substance Designer.

    • Importing the models into Unity engine.

    • Troubleshooting shader problems and problems in Unity.

    • Creating cards in place of static assets in order to increase the frame rate.

    • Creating colliders and optimizing LOD assets and textures to improve frame rates and memory usage.

  • 3D Environment artist at Premium Polygon
    Los Angeles, United States of America
    March 2016 - October 2017

    Projects: Untitled PC fighting game

    • Creating 3D models for the Unity store and Unreal 4.

    • Creating new UV maps and texture pages in substance painter, using the physical based rendering (PBR workflow) for existing assets uploaded from our company.

    • Collaborating in small teams on different indie projects as a 3D artist.

    • Using both high poly and low poly modeling techniques to model new 3D models in 3DS Max and ZBrush.

    • Optimized any existing art from our studio and outsourced artist, and changed existing textures to fit our clients’ design notes, frame rate limits and memory restrictions.

  • 2D Artist at Crenshaw Church of Christ
    June 2013 - June 2014

    Projects: VBS children’s book 2013 and 2014

    • Created artwork for children’s books and posters that were based on the curriculum created by the writer of the book and leadership at the church.

    • Used photoshop to clean up the work and paint the color pictures.

    • Taught Bible classes, mentored, and tutored the youth.

  • 3D artist at Game Masons
    United States of America
    June 2013 - December 2013

    Projects: Hotrod Hustle

    • Headed the modeling of multiple car engine parts, created cube maps and shaders to be used in Unity.

    • Maintained constant communication with the art director and maintain good time management in order to meet deadlines and maintain quality.

    • Troubleshooting any technical issues with artwork.

  • 3D Character Artist at Vivandy
    Santa Monica, United States of America
    October 2012 - December 2012

    Projects: Mystic Rumble

    • Collaborated in the creation of concept art while creating the art style of our mobile game.

    • Created 3D modeled characters (both high and low poly) and created the UV unwrap and texture maps.

    • Trained and held tutorials for other artists and mentored others with their artwork.

  • 3D Environment artist at Deadskins
    Santa Monica, United States of America
    December 2011 - September 2012

    Projects: Deadskins

    • Collaborated with a small mod team to make a first-person shooter in Unreal Engine.

    • Supervised of all low poly 3D polygonal modeling and optimization to ensure proper frame rate limits.

    • Headed and created UV mapping, texturing, sculpting detail in Z Brush, environment populating, and shader creation.

    • Assisted the art lead in directing the team with conceptual art and work submission pipeline.

    • Regularly performed tutorials for the younger artists and assisted them in the creation of their artwork.