ABOUT ME
After ten years of working as a graduate architectural designer, I transitioned to the game and film industry in 2008 to work as a 3D artist.
From 2011 to the end of 2023, I was a full-time 3D artist at Digic Pictures. During my early years there, I participated in the creation of cinematic environments, handling design, modeling, and texturing tasks. Later, when the company relocated, I temporarily stepped back into my architectural roots for about two years. I designed the interior of our new office building—including a cinema, a mocap studio, and a photoscan studio—while also managing the technical and project aspects of the construction investment.
Following this project, I returned to my 3D artist role, joining the character division. Here, I focused on character accessories and props. In my final years at Digic, my primary activity as a Senior 3D Artist was prop modeling (mainly hard surface) and occasionally surfacing (texturing and shading).
Since 2024, I have been working as a freelance 3D artist. Over the past few years, I have been collaborating with NeocoreGames, creating hundreds of assets and models utilizing both high-poly and low-poly workflows.
During my 17-year career as a 3D artist, I have worked with a wide range of industry-standard software, and I am always eager to learn new tools. My primary toolkit includes Modo, ZBrush, Substance Painter, and Maya.
You can find some samples of my earlier works here:
http://balazsbertalan.blogspot.hu/