Hi, my name is Oleg Koreyba. I am a 3D/2D Character Artist with 24 years of experience spanning various creative realms. My journey through the roles of Concept artist, Texture artist, 3D modeler, Team lead, and Art director has equipped me to excel both as a dedicated employee and versatile freelancer. I'm adept at wielding cutting-edge technologies in both 2D and 3D, keeping up with evolving requirements and burgeoning technologies.
My passion lies in artistic expression and breathing life into characters, primarily enhancing 3D character faces within game engines. I possess expertise in character modeling, creating lifelike facial expressions, PBR texturing, retopology for animation, and UV-mapping among others. With a wealth of experience in 3D scanning and scan cleaning, I have a profound appreciation for photogrammetry.
I've honed my specialization in character modeling and texturing, contributing to captivating video games, and mesmerizing 3D holographic portraits. My passion extends to digital sculpting, portrait likeness, crafting creations for 3D printing and CNC carving. I am also currently exploring the potential of AI to revolutionize our industry.
In conclusion, with a 14-year specialized art education in traditional drawing and painting, I am confident that I can add value to your projects, as an assistant to the art director as well. I am open to opportunities for collaboration, further enhancing my skills and pushing artistic boundaries. Let's connect!
Please scroll down to read the details of my experience.
Created a line of human character heads. Some of them were scanned by me, the others were made based upon scans we purchased, and yet others were created without any scanned data used. Photo-scanned and created hands for the HUD and all male human characters. Human face expressions: photogrammetry, sculpting, texturing.
I was responsible and Implemented the system of human eyes in the game (research, experiments, joint work with a programmer. The eye shader may well be the single most complex shader in the whole project, even through not all of the results of our work ended up being used in the release version of the game. https://www.artstation.com/artwork/8eB2Yn
The main goal I defined - doing everything possible to make characters faces, eyes and hands look more realistic and more detailed exactly in the game engine and not just in a Marmoset.
KoreybaArts was founded in 2008 by 3D art professionals with decades of experience in the video game industry. We had worked as a team in Kyiv until 2015. Together we have created a huge number of Game assets and 3D sculptures for various projects. As leader and founder I was responsible for communication with clients as well the control of the quality of assets and management of entire production process. More over on the complex tasks which were required precise portraiture likeness I was working by myself.
Contributed to dozens of game projects of different genres, published by Deep Silver, Microsoft Games, Ubisoft, Bandai Namco, Activision Publishing, Nintendo, THQ, Atari, Milestone, BigBen Interactive, B-Alive, Fishlabs, CDV Software, Hip Games, RabbitHoles, Geola, and others.
Website: https://koreyba.art
Link to few examples of our team work 2008-2015: https://koreyba.art/albums/2356917
Since the fall of 2015, I have been working full-time at 4a-Games Malta, as a Character Artist
• Art Direction; at "CrimeCraft" project. http://crimecraft.mayngames.com/
• Character modeling, UV mapping and texturing;
• Supervision internal and external art teams during art-assets production
As Freelancer, I have created several 3D heads with portrait likeness of 4a-Games employees for the Metro 2033 game. As you know, at that time (2007) there was no such technology as photogrammetry, so similarity was achieved by visual comparison of their photos and 3D models in the software viewport. Few screenshots from Maya view-port (not game engine)
https://koreyba.art/projects/EVORr2
https://koreyba.art/projects/lVLwVV
https://koreyba.art/projects/nQ1mwo
Participated in "Escape From Paradise City" project. Managed the character art team which created 28 characters with modeling, texturing and rigging.
https://en.wikipedia.org/wiki/Escape_from_Paradise_City
Participated in "You Are Empty" Project.
Character assets (modeling, UV mapping)
https://en.wikipedia.org/wiki/You_Are_Empty
Participated in the following projects:
• "Heroes of Annihilated Empires" (Character Concept Art / Modelling / UV / Texturing) https://en.wikipedia.org/wiki/Heroes_of_Annihilated_Empires
• "Alexander" (Character Modelling / UV / Texturing) https://en.wikipedia.org/wiki/Alexander_(video_game)
• "Firestarter" (Character Concept Art / Modelling / UV / Texturing)
https://www.artstation.com/koreyba/albums/1413019
https://en.wikipedia.org/wiki/GSC_Game_World
Participated in "Brute Force" Project. (character texturing)
https://en.wikipedia.org/wiki/Brute_Force_(video_game)
Participated in "Freelancer game" projects. (concept Art / texturing)
https://www.artstation.com/artwork/4bE8l4
https://en.wikipedia.org/wiki/Freelancer_(video_game)