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

Summary

I am a self-taught 3d artist with extensive experience in creating high quality assets for a wide variety of target applications.
I'm very passionate and knowledgeable about vehicles of all shapes and sizes.
I am always looking for new and exciting projects to be part of.

Resume PDF

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Skills

3D ModelingEnvironment ModelingHard Surface ModelingLow-poly ModelingMel ScriptingTexturingUV MappingVehicle ModelingPython ScriptingPBR TexturingTexture Baking

Software proficiency

Maya
Maya
3ds Max
3ds Max
ZBrush
ZBrush
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Photoshop
Photoshop
Quixel Suite
Quixel Suite
Unreal Engine
Unreal Engine
Unity
Unity
Marmoset Toolbag
Marmoset Toolbag
Sketchfab
Sketchfab
xNormal
xNormal
Handplane
Handplane
MightyBake
MightyBake
PixaFlux
PixaFlux
IPackThat
IPackThat
Jira
Jira
Unfold 3D
Unfold 3D
Marvelous Designer
Marvelous Designer

Productions

    • Video Game
      Pro Era II
    • Year
      2023
    • Role
      3D Artist
    • Company
      StatusPro & Ghostpunch Games
    • Mobile Game
      Pro Era
    • Year
      2022
    • Role
      3D Artist
    • Company
      StatusPro & Ghostpunch Games
    • Video Game
      Rally Game (Title under NDA)
    • Year
      2022
    • Role
      Freelance 3D Vehicle Artist
    • Company
      Virtual Mechanix
    • Video Game
      Deathloop
    • Year
      2021
    • Role
      Freelance Props Artist
    • Company
      Arkane Lyon
    • Video Game
      Farming Simulator
    • Year
      2017
    • Role
      Freelance Vehicle Artist
    • Company
      Giants Software
    • Commercial / Advertisement
      Honda Africa Twin AR
    • Year
      2016
    • Role
      Lead 3d Vehicle Artist
    • Company
      INDG
    • Commercial / Advertisement
      Yamaha: My Garage
    • Year
      2015
    • Role
      Lead 3d Vehicle Artist
    • Company
      INDG
    • Video Game
      Ride
    • Year
      2015
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      MotoGP 15
    • Year
      2015
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      Call of Duty: Ghosts
    • Year
      2013
    • Role
      Lead 3d Artist
    • Company
      AMC pixel factory
    • Video Game
      Sniper: Ghost Warrior 2
    • Year
      2013
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      Dead Rising 3
    • Year
      2013
    • Role
      3d Environment + Character Rigging Artist
    • Company
      AMC pixel factory
    • Movie
      Resident Evil: Damnation
    • Year
      2012
    • Role
      3d Artist
    • Company
      AMC pixel factory
    • Video Game
      Sniper Elite V2
    • Year
      2012
    • Role
      Lead 3D Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      The Darkness II
    • Year
      2012
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      Test Drive Unlimited 2
    • Year
      2011
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      Split Second
    • Year
      2010
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      Tron: Evolution
    • Year
      2010
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      The Saboteur
    • Year
      2009
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      Pure
    • Year
      2008
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      Mercenaries 2: World in Flames
    • Year
      2008
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory
    • Video Game
      Test Drive Unlimited
    • Year
      2006
    • Role
      Lead 3d Vehicle Artist
    • Company
      AMC pixel factory

Experience

  • Freelance 3D Vehicle Artist at Virtual Mechanix
    Bucharest, Romania
    May 2021 - September 2021

    Creating cars for one of the if not the gaming world's best know rally titles (title under NDA).

  • Freelance 3D Environment Artist at White Pond games
    Bucharest, Romania
    March 2020 - March 2021

    I've created environments, props and construction Blueprints in Unreal Engine 4 for White Ponds Games' Urban Strife TBS.

  • Freelance Props Artist at Arkane Studios Lyon
    Bucharest, Romania
    January 2018 - March 2020

    I was tasked with creating high quality props for Arkane's upcoming Deathloop shooter. All work currently under NDA. I can't wait to show everyone the cool stuff I've been working on over the last couple of years!

  • 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.