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mathew_johnnn

MATHEW JOHN

@mathew_johnnn

3D Shoe Design, Roblox Bundles Game Ready Asset Expert

Royaume-Uni
Anglais
Certaines informations sont présentées en anglais.
À propos de moi
I'm a 3D artist specializing in game-ready assets and product visualization. On the game side, I create custom Roblox UGC bundles, avatar rigging, dynamic heads, and game-ready weapons/props optimized for Unity, Unreal, and Roblox Studio. On the product side, I model realistic 3D shoes and footwear for brands, Kickstarter campaigns, and manufacturers from concept sketch to manufacturing-ready file. Clean topology, proper UV mapping, and PBR texturing on every project. Message me before ordering so we can scope the right package for your asset.... Plus d’infos

Compétences

m
mathew_johnnn
MATHEW JOHN
hors ligne • 
Temps de réponse moyen de 1 heure

Voir mes services

Conception de personnages
I will create roblox ugc bundles, avatar rigging and dynamic heads
Modélisation et rendu 3D
I will create 3d shoe models sneaker designs and product renders

Portfolio

Expérience professionnelle

3dmodels

Freelance 3D Artist

3dmodels • Freelance

Jan 2024 - Present2 yrs 8 mos

As a Freelance 3D Artist, I design and produce game-ready assets and product visualizations for clients across gaming and product design industries. On the game asset side, I create custom Roblox UGC bundles, avatar rigging (R15/R6), Dynamic Heads with facial animation, and game-ready weapons and props optimized for Unity, Unreal Engine, and Roblox Studio. This includes clean topology, proper UV mapping, and PBR texturing to ensure assets run smoothly without sacrificing visual quality. On the product design side, I model realistic 3D shoes and footwear for sneaker brands, fashion designers, and manufacturers taking projects from initial sketch or reference through to manufacturing-ready files, complete with photorealistic rendering and 3D-printable output where needed. I work primarily in Blender, with experience in UV mapping, PBR texturing, rigging, and topology optimization for real-time engines. I focus on delivering clean, technically sound files (FBX, OBJ, STL, Blend) that work correctly the first time whether that means passing Roblox's validation system or meeting manufacturing tolerances for physical production. I also specialize in diagnosing and fixing technical validation issues on Roblox Dynamic Heads, including FACS errors, cage misalignment, and facial landmark problems helping clients get stuck projects across the finish line without needing a full rebuild.