Shiloh Steinhebel
Shiloh Steinhebel
3D Texture Artist - 3D Modeler
Portland, United States

Summary

Multi-talented, highly-creative, and artistic 3D Artist experienced in 3D texturing/modeling/lighting/rendering for varied CG implementations with 10+ years experience and well-versed in and open for work in a remote environment.

All seriousness aside, I'm a easy-going, fun-loving dude who loves blades, bags*, brushes**, and CG. I have a witty sense of humor; I love making people laugh to break the ice. I have an excellent eye for detail and tend to be detail oriented, which is a requirement in my field of expertise. I’m a problem solver, a quick learner, adaptable, and I am great at weighing options and executing calculated decisions. I love working with a team to collaborate and bounce ideas off team-mates. I also have a knack for working independently with a given set of tasks and little micro-managing.

* - Not purses, Man-bags
** - Uh, Photoshop brushes, that is

Skills

Concept DesignDigital Painting3D Animation3D Modeling3D VisualizationTexturingPhotographyPBR Texturing

Software proficiency

Maya
Maya
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
Photoshop
Photoshop
ZBrush
ZBrush
UVLayout
UVLayout
Marmoset Toolbag
Marmoset Toolbag
PureRef
PureRef
Unity
Unity
3ds Max
3ds Max
Mudbox
Mudbox
After Effects
After Effects
Jira
Jira
Perforce
Perforce
Windows
Windows
MacOS
MacOS

Experience

  • 3D Artist - Freelance at Shiloh3D
    Portland, OR, US
    December 2009 - Present

    - Develop textures/materials/shaders utilizing PBR workflows for 3D models using Substance Painter and Adobe Photoshop

    - Produce original 3D models using Autodesk Maya and Mudbox/ZBrush with correct and proper optimization

    - Create commission works / fan art using above techniques based upon concept designs, sketches, and descriptions

  • 3D Artist - Vehicle Visualization at J.D. Power - ChromeData Division
    Portland, OR, US
    September 2018 - January 2023

    - Built 3D models of vehicle accessories in Autodesk Maya

    - Created, maintained, and applied extensive PBR material/texture/shader, and asset libraries to photo-realistically match OEM vehicle/accessory reference images

    - Utilized render layers to render photo-realistic images for vehicle turnarounds using Arnold in Maya

    - Processed, organized, and layered images into a cohesive presentation for visualization of vehicle accessories

    - Researched and developed new techniques using PBR materials and Unreal game engine, increasing visual quality three-fold, workflow productivity 75%, and OEM client engagement by 80%

    - Collaborated in development and production of Unreal-based vehicle configurator for use as next-gen vehicle accessory visualization tool

  • Hard Surface Modeler / Texture Artist at Rotating Cube Games
    Remote, FI
    December 2010 - June 2012

    - Designed original 3D models using Autodesk Maya and Mudbox

    - Created textures/materials using Adobe Photoshop and Quixel following Diff/Spec workflow

    - Responsible for creating main weapon asset for mod, in addition to other game-ready props using concept designs and descriptions, for a Half-Life 2 modification titled “Mindworld”

    - Exported models from Maya and imported into Source/Hammer engine for in-game testing and quality assurance

    - Collaborated and networked with other 3D Artists to complete finalized compositions through an online forum

  • 3D Modeler / Texture Artist at Art Institute of Portland
    Portland, OR, US
    January 2009 - December 2009

    - Developed original 3D models using Autodesk Maya and textures using Adobe Photoshop

    - Built game-ready props used in an Unreal Tournament 3 modification titled “Endless Skies” using Diff/Spec workflow based upon concept designs, sketches, photographs, and descriptions

    - Exported models from Maya and imported into UDK engine for testing and QA