
David Hurst
3D Technical Artist
Braselton, Ga
T: 706-983-2140
PORTFOLIO - https://davidmontyhurst.wixsite.com/dmonty
DH
Experience
Mincey Marble Gainesville, Ga
3D Technical Artist (Lead)
11/2016 to 10/1/2019
Rendered interactive scenes using Unity, Unreal engine 4, Vray and Corona that showcased Mincey Marble's products. Built a library of materials using PBR methods created with Substance designer/painter, Quixel and photoshop. All models, materials, interactive elements (seen in the configurable app and renders; I developed), Dev docs and R&D were lead and produced by myself. The configurable app where Mincey's clients could design their shower system was announced and shown at BDNY in New York 2 years ago. Modeled over 100 different assets and scenes while building a solid workflow/pipeline that would let others after me take over without confusion. At the beginning of any development, I took part in (whether large or small) I always had a clear view of what tools to use, how much time should be spent on something and how much money should be invested. Learning to create a POC (Proof of concept) has helped- managers, owners, clients and fellow colleagues know the exact path you will be taking and how long it will get there..
Leadership
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Built clear communication with colleagues and management
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Attended numerous meetings that lead to positive outcomes that would push Mincey
In a more positive direction
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Took on more responsibilities when the opportunity came
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Trained coworkers on industry standard software
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Expressed or sought knowledge that would either help fellow colleague or give them a
direction to go in
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Always collaborated with team members
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Created HIGH and LOW resolution models for various 3D assets
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Made sure that all real world product standards were met when developing these assets
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Built a material library of all cast marble tile detail products
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Developed Virtual Reality scenes allowing clients/customers to immerse themselves in a bathroom setting that they can fully interact with
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Also developed a Configuration application letting clients/customers design and customize a shower system (Both applications were developed using Unreal Engine 4)
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Modeled and rendered photorealistic interiors of hotel bathrooms and living areas
Zverse (Remote)
3D Technical Artist
4/2018 to Present
Produced 3D printable models ranging from replacement parts for toys to conceptual pieces. Basic workflow included: creating base mesh in 3Ds Max, importing into Zbrush for finer detailing and color/texture painting. Once the model is completed, I would export out various file types such as: OBJ, VRML or STL. The exported File (model) would then be imported into MeshMixer or something similar to check for errors.
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Quoted designs for 3D models
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Developed 3D models based on the clients specifications and sketches
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Worked closely with designers to troubleshoot printing errors
ATLATL Software Charleston, SC
3D Artist
08/14 to 10/15
Developed 3D models, materials, textures and animations for multiple continuous projects. Established a pipeline/workflow for maintaining an efficient production of 3D assets and data. Used project management software (Jira) to take and complete tasks. Used Source Tree and Git for all projects for version control.
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Maintained and updated multiple projects with new materials, assets, lighting and animations
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Created a 3D model and material library for easy set dressing for all projects
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Engineered models for the use of touch applications on tablets for IOS
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Rigged various pieces of equipment such as: stairs, ladders, configurable plasma cutting tables and ocean equipment
Education
Westwood College of Technology (Bachelor’s)
Game Development and Design
2007-2012
Applications
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3DS Max (3D Studio Max))
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Revit
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Vray
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Zbrush
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Unity 4.5 thru 5
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Unreal 3 and 4
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Substance Designer and Painter
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Photoshop
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Quixel Suite
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Knald
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Speedtree
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Git/Bitbucket
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Xnormal
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Sketchup
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Keyshot
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Meshmixer
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Maya
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Marmoset Toolbag
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Sketchup
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AutoCad
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Premier Pro
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Illustrator
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Playmaker
Skills
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Architectural Visualization
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3D Modeling (Organic, Sub-D, Hard Surface,Sculpting, Low And High poly)
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Texturing (Hand Painted, PBR, Photorealism and UVW)
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Animation (Traditional Key Framing and Morph Targeting)
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3D Production Pipeline and Development
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Production (Time and Task Management)
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PBR material creation
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Lighting, baking, post processing and composition
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UV mapping
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Optimization
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Texturing using the latest methods
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Modeling for games (Mobile, PC or WebGL)
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VFX and video editing
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Playmaker (Unity) Visual Scripting
References
Upon Request