Hi!
I’m Daniel Castillo, former model maker. I've been working for more than 10 years in the 3d industry. I had the opportunity to work on some really nice video games projects while I was at Mercury Steam, Machinegames, Élite3d, and currently at Skydance Animation, doing amazing animation movies.
My main tasks as a Lead modeler at Skydance Animation are modeling and sculpting assets for an animation production, based on USD workflow.
Also, as a lead, I'm in charge of supervising the artists of the department, mentor them, and giving them feedback.
My main tasks as a senior at Skydance Animation were modeling and sculpting assets for an animation production, based on USD workflow.
My tasks as senior modeler at Elite3D were to make 3d assets along with some environment world building. Pretty much what you would do at most in-house studios, but just some parts of the whole game.
One of the most cool things while I was working here is the fact that you can work with several studios, doing very mixed stuff, and using many different workflows. I've learnt a lot at Elite3D!
My tasks as environment artist at Machine Games were to produce full 3d assets along with world building and managing some aspects of the levels, such as gameplay, set dressing and even a little bit of level desing.
My tasks as environment artist at Mercury Steam were to produce 3d assets for videogames, such as rocks, props, tiles, hard surfaces and some creatures. I was responsible for making the assets fully functional, meaning modeling the high poly version in Zbrush, the low poly mesh in 3ds Max, texturing in Substance Painter, exporting it to our engine, and finally making the shading.