Valentin Nadolu
Valentin Nadolu
3d Artist, Lecturer, Gearhead
Bucharest, Romania

Summary

I am a self-taught vehicle artist with extensive experience in both creating high quality vehicle type assets for a wide variety of target applications, from low-polygonal game assets to high resolution movie vehicles and managing teams of artists.
I'm very passionate and knowledgeable about vehicles of all shapes and sizes.
I also teach other people the art of 3d modeling and texturing for games at SAE Institute and the Politehnica University in Bucharest, Romania.
Currently looking for new and exciting projects to be part of.

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Skills

3D ModelingEnvironment ModelingHard Surface ModelingLow-poly ModelingTexturingUV MappingVehicle ModelingPBR TexturingTexture Baking

Software proficiency

Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
Substance Painter
Substance Painter
Substance Designer
Substance Designer
Photoshop
Photoshop
Quixel Suite
Quixel Suite
Unreal Engine
Unreal Engine
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
Sketchfab
Sketchfab
xNormal
xNormal
Handplane
Handplane
Jira
Jira

Productions

  • Fs17
    • Video Game
      Farming Simulator
    • Year
      2017
    • Role
      Vehicle Artist
    • Company
      Giants Software
  • Honda africa twin cover
    • Commercial / Advertisement
      Honda Africa Twin AR
    • Year
      2016
    • Role
      Lead 3d Vehicle Artist
    • Company
      INDG
  • 2016 05 08 22 38 13 yamaha my garage   google play   opera
    • Commercial / Advertisement
      Yamaha: My Garage
    • Year
      2015
    • Role
      Lead 3d Vehicle Artist
    • Company
      INDG
  • The saboteur
    • Video Game
      The Saboteur
    • Year
      2009
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • Mercenaries 2 world in flames
    • Video Game
      Mercenaries 2: World in Flames
    • Year
      2008
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • Dead rising 3
    • Video Game
      Dead Rising 3
    • Year
      2013
    • Role
      3d Environment + Character Rigging Artist
    • Company
      AMC pixel factory
  • Tron evolution
    • Video Game
      Tron: Evolution
    • Year
      2010
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • Test drive unlimited 2
    • Video Game
      Test Drive Unlimited 2
    • Year
      2011
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • Test drive unlimited
    • Video Game
      Test Drive Unlimited
    • Year
      2006
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • Pure
    • Video Game
      Pure
    • Year
      2008
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • Split second
    • Video Game
      Split Second
    • Year
      2010
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • The darkness ii
    • Video Game
      The Darkness II
    • Year
      2012
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • Sniper ghost warrior 2
    • Video Game
      Sniper: Ghost Warrior 2
    • Year
      2013
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • Sniper elite v2
    • Video Game
      Sniper Elite V2
    • Year
      2012
    • Role
      Lead 3D Vehicle Artist
    • Company
      AMC pixel factory
  • Biodamnationposter
    • Movie
      Resident Evil: Damnation
    • Year
      2012
    • Role
      3d Artist
    • Company
      AMC pixel factory
  • Call of duty ghosts
    • Video Game
      Call of Duty: Ghosts
    • Year
      2013
    • Role
      Lead 3d Artist
    • Company
      AMC pixel factory
  • 2016 05 08 22 30 29 bles02162   motogp 15   opera
    • Video Game
      MotoGP 15
    • Year
      2015
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
  • 2016 05 08 22 27 56 ride videogame   opera
    • Video Game
      Ride
    • Year
      2015
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory

Experience

  • Lead Artist at INDG
    Bucharest, Romania
    April 2015 - August 2016

    I was in charge of the low poly asset creation for the Yamaha My Garage apps which INDG is building from Yamaha Europe and the Honda Africa Twin augmented reality app.

    Duties:

    Creating high quality 3d motorcycles to be used for the previously mentioned apps:

    Low poly (~200.000 triangles) optimized models with Uvs for use in Unity.

    Texture baking and creation using Maya, xNormal, Photoshop, Substance Designer and Painter.

    Developing the pipeline necessary to convert a high resolution model usually used to render studio shots into a model usable in Unity.

    Creating the asset-side project structure from geometry budgets to material and texture setup taking into consideration mobile platform limitations.

    Translating the client requirements for bike parts into Unity using prefabs, shared and unique shader and textures.

    Coordinating the team by ensuring each artist understands the provided documentation, deciding asset assignments based on difficulty and experience.

    Providing QA for the team, making sure everything follows the technical guidelines.

    Evaluating each artist and providing training for low poly asset pipelines, UV and advanced texture baking techniques using Substance Designer.

    Writing scripts and researching new pipeline ideas that help optimize workflow.

    Creating a pipeline that use 3ds Max and Maya and while insuring full interoperability between the two programs and Unity when it comes to geometry, UVs and baked textures.

  • Lead Vehicle Artist at AMC pixel factory
    Bucharest, Romania
    June 2013 - December 2014

    I was charge of the Vehicle Team working for some of the biggest multi-platform AAA titles.

    Duties:

    Creating high quality 3d assets of vehicles and environments:

    High resolution models based on either real world objects or concepts.

    Ingame optimized models with Uvs.

    Texture baking and creation using Maya, xNormal, Photoshop, Substance Designer, Quixel dDo.

    Coordinating the Vehicle Team by ensuring each artist understands the provided documentation, deciding asset assignments based on difficulty and artist experience.

    Providing a communication bridge between the in-house artists and the off-site clients.

    Solving technical and artistic issues that arise during the typical 3d game pipeline.

    Providing QA for the Vehicle Team before submitting assets to the client, making sure everything follows the client's artistic and technical guidelines.

    Evaluating each artist and making sure everyone is on the same quality level.

    Writing scripts and researching new pipeline ideas that will help optimize workflow.

    Researching and presenting new technologies such as Substance Designer and Quixel dDO to the entire graphics department.

  • Project Manager at AMC pixel factory
    Bucharest, Romania
    July 2011 - June 2013

    My main job was planning the tasks for the entire art team and making sure everything goes according to the schedule as well as acting as the main link between AMC and the client.

    Duties:

    Using the provided asset lists with time estimates to plan the work ahead for multiple projects and art teams using Microsoft Project.

    Updating the schedule on a daily basis by using the data logged by each artist the day before.

    Resolving planning issues (late/advanced assets, mid-project changes) by consulting with each department's lead artist and the producer.

    In my spare time I still act as a consultant to the team on technical aspects of 3d modeling in Maya, scripts, plugins and pipeline ideas.

  • Lead Vehicle Artist at AMC pixel factory
    Bucharest, Romania
    May 2005 - July 2011

    I was promoted to Lead Vehicle Artist shortly after being hired while working on Test Drive Unlimited.

    My duties:

    Creating high quality 3d assets of vehicles and environments:

    High resolution models based on either real world objects or concepts.

    Ingame optimized models with Uvs.

    Texture baking and creation.

    Coordinating the Vehicle Team by ensuring each artist understands the provided documentation, deciding asset assignments based on difficulty and artist experience.

    Providing a communication bridge between the in-house artists and the off-site clients.

    Solving technical and artistic issues that arise during the typical 3d game pipeline.

    Providing QA for the Vehicle Team before submitting asset to the client, making sure everything follows the client's artistic and technical guidelines.

    Evaluating each artist and making sure everyone is on the same quality level.

    Writing scripts and researching new pipeline ideas that will help optimize workflow.