Adam Marlow
Adam Marlow
3D Character Artist - Available!
St. Clair Shores, United States

About

A 3D Character artist that focuses on a more realistic sculpting style. I digitally sculpt, 3D Model, and texture using the Realtime Asset Creation pipeline.

Programs used includes Maya, Zbrush, Adobe Painter, Photoshop, Marvelous Designer, Hardmesh, Marmoset Toolbag, and Unreal Engine.

Don't be afraid to reach out to me and ask me anything. When you learn, I learn as well. Be sure to also check out my blog for any exercises or project updates!

Blog: https://www.artstation.com/adammarlow/blog

Currently looking for Employment.

Resume PDF

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Skills

AnatomyRendering3D Modeling3D PrintingCharacter ModelingProp ModelingTexturingUV MappingRetopologyPhotoshopMayaVector IllustrationZbrushGame ArtTexture BakingCloth SimulationQuixel3DLow PolyMarmoset ToolbagRealtimeHi PolyHardmeshZWrap

Software proficiency

Marmoset Toolbag
Marmoset Toolbag
Illustrator
Illustrator
Keyshot
Keyshot
Mari
Mari
Maya
Maya
Nuke
Nuke
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
TopoGun
TopoGun
Marvelous Designer
Marvelous Designer
InDesign
InDesign
Quixel Suite
Quixel Suite
RenderMan
RenderMan
mental ray
mental ray
Pureref
Pureref
HardMesh
HardMesh
After Effects
After Effects
R3DS ZWRAP
R3DS ZWRAP

Experience

  • 3D Modeler at Netflix
    October 2021 - November 2021

    I was brought onto a project that is currently under NDA. My role was to create a Character that is Rig-ready based off a 3D Sketch that was passed onto me. I created smooth Edge-Flow Topology with UVs that will be passed to a Rigger. I worked with a Art Director and Producer to also create Clothes for the character.

  • 3D Character Artist at Freelance
    St. Clair Shores, United States of America
    June 2016 - Present

    • Digital modeling and texturing Characters and props to a in-game asset completion.

    • Knowledge and ability to create organic and hardsurface models using Maya and Zbrush.

    • Abilities to Retopologize and unwrap UVs for the asset pipeline. Keeping polycount in mind.

    • Creating PBR textures with Substance Painter and Photoshop.

    • Ability to interpret the given arts tyle and realize it into 3D.

    • Organizing and tracking ways to keep asset pipeline smooth and efficient.