
Niklas Herz
3D Character Artist Maya, ZBrush, Blender and Unreal Engine
Habilidades

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Portfólio
Experiência profissional
3D Character Artist & Animator
De Loreta
Apr 2020 - May 2020 • 1 mo
Focused on 3D character development, rigging preparation and animation workflows for interactive projects. My responsibilities included creating character models, preparing meshes for deformation, performing skinning and weight painting, and developing functional character rigs. I also worked on character animation preparation, refining movement controls and ensuring models were suitable for production requirements. Using Autodesk Maya and other 3D production tools, I focused on maintaining clean topology, organized scene structures and reliable character assets. I aimed to combine artistic quality with technical precision to support professional game character development and animation production.
3D Character Modeler & Technical Artist
UB Driving
Mar 2020 - Apr 2020 • 1 mo
Contributed to 3D character production, focusing on stylized character modeling, asset development and preparation for interactive environments. My work involved creating detailed character meshes, refining proportions, developing character accessories and maintaining clean geometry for animation workflows. I worked with professional tools such as Autodesk Maya and Blender to produce organized 3D assets that followed project specifications. I also focused on retopology, material preparation, model optimization and collaborating with creative teams to maintain visual consistency. My priority was to transform character concepts into polished 3D models suitable for game development pipelines.
Senior 3D Character Artist
Crytivo
Feb 2020 - Mar 2020 • 1 mo
Worked as a 3D Character Artist, focusing on the creation and development of detailed 3D characters for interactive game projects. My responsibilities included character modeling, sculpting, retopology, texturing and preparing optimized assets for game production. I used professional 3D workflows to develop realistic character anatomy, clothing, accessories and detailed surface features. I also worked on improving topology, maintaining consistent model quality and preparing character assets for rigging and animation. My focus was on delivering visually appealing, technically clean and production-ready character models while maintaining attention to artistic direction and project requirements.