
wes briggs
3d and multimedia artist
About
I have 5 years commercial experience as a 2D/3D Artist, modelling, texturing, and animating for real time rendered environments. In quiet times I always studied latest techniques/technologies in each field, bettering my knowledge, then hard work with long hours at a fast pace, all part of the process, all of which I enjoyed. I'm used to working at a decent pace in at least a 10 hour day, on a normal week, then all out when needed. I've spent a few 36 hour straight shifts to finalise a project in the highest possible quality. I will admit to enjoying the entire project lifecycle. I have modelled and textured highly detailed economic environments with the slightest hint of reference. I have also travelled all over the UK collecting photographic reference on site, from sailing out of the Channel on Dee Caffari's Aviva round the world yacht, to visiting RAF air bases, or simply getting myself off to somewhere local to gain better quality textures and modelling reference. I'd like to continue creating, ideally returning to full time work.
united kingdom
northumberland
computer games
3d modelling, texture artist, animation, interactive media, scripting, concept design, java, php, sql, maya, 3d modeling, texturing, video games
Experience

3d and multimedia artist
Since being made redundant I have remained busy with a range of freelance projects from E-Commerce and graphical websites, to company logos and marketing material. Most of my freelance work has been in 2D/3D design. I have designed and created anthropomorphised characters for a childrens clothing brand, as well as creating their logo and website, and also created 3D characters from toys and dolls which I then created animated gifs from. Each project incorporating my experience using at least Maya or 3D Max and Photoshop.

lead 3d artist
maelstrom
* As part of a small team it was my responsibility as lead 3D artist to: * Collect all high quality reference material for projects. This often includes onsite visits to collect photographic material. * Produce high quality scale models from collected real life measurements often from architect’s plans. * Create high resolution detailed textures to produce photo-realistic looking models without the expense of a high polygon count. By employing the low polygonal modelling techniques that I have developed over my five years experience I am able to produce next generation models and environments suitable for real time rendering. * Animate key frame or dynamic sequences. * Produce interactive multimedia software for DVD presentations * Acting out sequences for motion capture data. * Working at Maelstrom has allowed me to build a complex range of techniques both for modelling and texture creation. As a result I am comfortable working in either a desk based environment or on location.

3d artist
de montfort university
I worked in De Montfort University’s newly built Virtual Environment Centre as its sole 3D artist. My duties mainly consisted of modelling and texturing virtual environments, as well as experimental work in real time animation and portable Virtual Environments. Duties aside from this were: Organising shows for guests. Giving lectures on virtual environments and the equipment in general to prospective students and overseas delegates . A working low level detail environment of De Montforts campus I created embedded within the software I hand coded for my dissertation project is available on request, along with other interactive multimedia environments created during my time at Maelstrom.
Education
leicester college
computer graphics
Activities and Societies: Street art
de montfort university
multimedia
Activities and Societies: Performance art; acting out scenes in front of a green screen.
wes briggs's Contact Information
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