Industry veteran with an extensive background in 2D art, portraiture-likeness, 3D asset creation, digital sculpting and photogrammetry.
🔴 Experienced in:
character modeling and PBR texturing (scan based and from scratch), facial expressions and wrinkles sculpting, retopology for animation, UV-mapping and texture painting, lighting and materials setup. Strong skills of whole photogrammetry process (photo-scanning and 3D-scans cleaning).
🔴 Specializing in:
Character modeling and texturing for Video-Games \ Films \ Holography.
Digital Sculpting for 3D printing and CNC carving.
Scroll down please to read about detail 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.
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)
Participated in "Escape From Paradise City" project. Managed the character art team which created 28 characters with modeling, texturing and rigging.
Participated in "You Are Empty" Project.
Character assets (modeling, UV mapping)
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)
Participated in "Brute Force" Project. (character texturing)
Participated in "Freelancer game" projects. (concept Art / texturing)