Hi. I am Yin Shiuan. (nickname)
I've over 10 years of professional 3D asset experience for feature animation and AAA video games, including How to train your dragon TV, LEGO Star Wars, Monster Hunter World, Resident Evil 7, etc. I specialize in photoreal 3D character and focus on creating believable 3D artwork.
Fully understanding of 3D asset workflow, PBR workflow, non-destructive procedural workflow(Substance Designer), scan data clean up/wrapping workflow and human anatomy. I have strong experience of procedural texturing and strong motivation for creating hyperrealistic character. Over many years, not just only working on the different types of 3D assets, but I also keep pushing my self to create high-quality realistic character.
Currently, I'm working in a game industry in Taiwan. I'm exposed to a wide variety of jobs such as environment, FX, procedural modeling, procedural texturing, and pipeline development. I enjoy R&D and also love chasing world-class artwork every day.
My professional skills are modeling, texturing, shading, lighting, hair. I also have the
ability to develop some custom tools based on the Maya MEL scripting.
Instagram - https://www.instagram.com/ys_digiart/
Instagram(OLD) - https://www.instagram.com/yinshiuan_art
Working on some AAA video games.
- Babylon's Fall
team leader
substance procedural material
- Arcadegeddon
team leader
FX artist
- Monster Hunter World: Iceborne
team leader
prop assets (high/low model, uv, bake, texture, portfolio lighting/rendering)
substance procedural material
- Astral Chain
team leader
env & prop assets (high/low model, uv, bake, texture, portfolio lighting/rendering)
- Monster Hunter: World
team leader
prop assets (high/low model, uv, bake, texture, portfolio lighting/rendering)
substance procedural material
- Resident Evil 7
team leader
env assets (high/low model, uv, bake, texture, material, portfolio lighting/rendering, outsourcing management)
- City of the Shroud
team leader
character assets (high/low model, uv, bake)
- Houdini procedural modeling pipeline integration
- Substance procedural texturing pipeline integration
- Co-development with different studio and project
- Integrate Marvelous Designer into production pipeline. Software training. Custom tool development(Maya)
- Hair & Fur research (maya hair/yeti/xgen)
- Marvelous Designer for cloth creation pipeline.
- Brogent - d-Ride (Lead of CG asset artist. Assets build for Unity game engine)
- DEM - Photoreal digital double for Jeffrey Koo Sr. (Realistic Texturing/Shading, Lighting support)
- 3D character modeling/texturing/shading (Specialize in realistic character)
- Cooperate with R&D team to develop and test whole pipeline for the company.
- Max > Maya > UDK pipeline development and test.
- Support realtime avatar system development and asset creation.
Feature animation.
Worked for SOFA Studio, I was responsible for modeling, texturing, shading, lighting, and compositing. My last project, LEGO Hero Factory 2013, I was leading our team members to create the main shading works.
Working projects:
-LEGO Hero Factory 2013
character, environment, and props surfacing
-LEGO Star Wars The Empire Strikes Out
primary:character, props surfacing, lighting
modeling
-How to train your dragon Riders of Berk
props surfacing
-Vicky Viking TV
props surfacing
env surfacing
-MuMuHug(own IP)
props modeling, surfacing
env modeling, surfacing