Andrew M. Gillogly is a versatile 3D Character Artist with over 5 years experience crafting high quality, in engine models. Adept in ZBrush, Maya, Marvelous Designer, Adobe Cloud, 3Ds Max, Blender and Unreal Engine. Excels at organic sculpting, hard surfaced modeling, retopology, UDIM workflows, cloth construction, hair card generation and illustration. Contributed to the creation of production ready character assets for AAA titles in the video game industry in addition to providing services for both film and motion graphics studios.
• Shipped 6+ DLC/Seasons for The Elder Scrolls Online.
• Delivered 50+ AAA quality assets for The Elder Scrolls Online. Responsible for sculpting high resolution models in Zbrush, optimizing real-time meshes with clean topology and UVs in 3Ds Max and Maya.
• Created clothing using Marvelous Designer cloth simulator software for 4 hero asset characters and creatures. Optimizing the simulation into clean topology for in engine use.
• Crafted hair cards for characters/creatures using Maya, Zbrush and Blender. Tailoring hair styles for 6 archetypes of playable characters.
• Textured 50+ characters, monsters, adornments, weapons, skins, markings, and armors with Photoshop/Substance Painter. Optimizing texture maps for the 6 playable archetypes in game.
• Illustrated concept art designs for 3 in game character cosmetic skins and markings. These assets were then implemented in game for players to purchase.
• Skinned/weight painted 10+ adornments, hairstyles, monsters and armors for animation. Exported models and integrated in-game setup for created assets as well.
• Conducted presentations for the studio on the character art pipeline process. Mentored new team members on sculpting techniques (Zbrush) and in the engine set up process.
• Collaborated across teams of various disciplines to provide feedback on designs, pipeline information and bug issues for character art related tasks. Tracking tasks, updating documentation.
• Creating high quality assets for The Elder Scrolls Online
• Sculpting hi-rez models in Zbrush, optimizing real-time meshes with clean topology and UVs in 3ds Max and Maya.
• Clothing construction in Marvelous Designer cloth simulator software.
• Texturing with Photoshop and Substance Painter.
• Exporting and in-game setup for created assets.
• Crafted complex environment models and props for film production using Maya, Zbrus, and Substance Painter.
• Generated textures for environments using substance painter and designer.
• Modeled assets for visual development exploration working closely with concept artists and lead art directors.
• Collaborated with fellow artists and studio directors to work on film production.
• Assigned on billable client animation projects for 3 major retail and commercial companies, crafting 3D models in Cinema 4D, illustrating designs in Photoshop/Illustrator, and animating motion graphics using After Effects.
• Designed on collaborative projects with fellow Interns to create promotional materials for Spacejunk social media and office.
• Collaborated with industry professionals in a studio setting providing support for on set shoots, designing assets for projects and soliciting feedback on daily meetings.