Ethan McBride
Ethan McBride
Senior 3D Artist
Nottingham , United Kingdom

Resume PDF

Skills

Rendering3D ModelingCharacter ModelingDigital SculptingTexturingUV MappingCharacter DesignRetopology

Software proficiency

3ds Max
3ds Max
After Effects
After Effects
Illustrator
Illustrator
Keyshot
Keyshot
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
TopoGun
TopoGun
Marvelous Designer
Marvelous Designer
V-Ray
V-Ray
Arnold
Arnold

Experience

  • Citadel Miniature Designer at Games Workshop
    Nottingham
    July 2022 - Present


    • Visualising character designs in ZBrush

    • Collaborating with writers to ensure concepts align with established lore and consistent with Games Workshop IP

    • Consulting tooling and production departments to ensure a viable and user friendly deliverables

    • Asset Library management to maintain consistency and designer creativity between teams during handover

  • Senior Asset Lead at Liquid Animation
    Brisbane, AU
    August 2019 - June 2022

    • Mentoring junior staff with following strict guidelines and working efficiently within a pipeline, while under contract with a subsidiary of The Walt Disney Company

    • Collaborating with Technical Director (TD) and responsible for all TD requirements being met

    • Quality assurance checks on all deliverables and ensuring every model up to specification for Disney’s Digital Asset and Content Management System (DACMS)

    • Following a sub-division workflow to ensure work was render or game engine ready

    • Ensuring mesh density was suitable for use in Unity and Unreal and that models were also compatible with VRay’s open sub division

    • Checking all character, environment and prop assets would divide to meet or be under necessary poly count

    • Checking all models have correct amount of deforming geometry with accurate placement and efficient and natural looking deformation

    • Ensuring UV maps laid out coherently and that sub-division settings would work when smoothing

    • Placing UV seams in areas that would not disrupt texturing or be obvious on final output

    • Directing UDIMS and RGB mats to work with scenes to be rendered

    • Creating base meshes for junior staff to work with as a starting base, reviewing their edge flow and testing sub-division

    • Ensuring character designs matched provided turnarounds and were the correct scale, relative to the world and other assets

    • Pipeline integration and improvement, reviewing software and plugins to see if they would work within a project pipeline

  • 3D Artist at The Big Game Company
    Sydney
    April 2019 - August 2019

    • Visualizing character designs within ZBrush

    • High and low poly count mesh creation

    • UV map generation and layout

    • Single joint chain rigging

  • 3D Artist at Buy Somewhere
    Sydney
    March 2016 - April 2019

    • Visualizing character designs within ZBrush

    • Low poly count mesh creation for use in Unity and Unreal

    • UV map generation and layout

    • Single joint chain rigging

    • Ensuring quality on product deliverables

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