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Chase Markham
Chase Markham
3d Artist @ Lowe's Innovation Labs
Seattle, United States

Summary

I have an immense passion for gaming, art and design. I value working collaboratively and efficiently to maintain a healthy work environment, preserve the artistic vision, and meet all necessary deadlines. I hold a strong belief that every day is another opportunity to improve.

Skills

Low-poly ModelingHigh-poly ModelingDigital SculptingUV MappingTexture BakingPBR TexturingConcept Design

Software proficiency

3ds Max
3ds Max
Maya
Maya
ZBrush
ZBrush
Substance Painter
Substance Painter
Unreal Engine
Unreal Engine
World Machine
World Machine
Marmoset Toolbag
Marmoset Toolbag

Productions

  • Ashes5
    • Video Game
      Ashes of the Singularity: Escalation
    • Year
      2017
    • Role
      3D Vehicle Artist
    • Company
      Stardock/Oxide/Exis Interactive
  • Pof6
    • Video Game
      Guild Wars 2: Path of Fire
    • Year
      2017
    • Role
      3D Weapons Artist
    • Company
      ArenaNet
  • Therepopulation02
    • Video Game
      The Repopulation
    • Year
      2014
    • Role
      3D Weapons Artist
    • Company
      Above & Beyond Technologies

Experience

  • 3d Artist (Contract) at Lowe's Innovation Labs
    Kirkland, WA
    April 2018 - Present

    • Management of outsource art team to ensure deadlines are maintained

    • Verify the quality of incoming assets from art team, and make improvements where necessary to fit technical constraints and art direction

    • Prototyping pipeline workflows and optimization to implement into real-time engines

    • Organization of asset database through Jira, Perforce, and in-house tools

    • Collaborate with team to set strategic vision for content and tools, and planning of milestone delivery for all assets

    • Identifying solutions to evolve and enhance the content creation process

    • 3d asset creation derived from scanned data through photogrammetry pipeline

    • Construct tutorials for outsource partners to establish consistent workflow

  • 3D Vehicle Artist (Contract) at Exis Interactive
    Seattle, WA, United States
    March 2016 - December 2017

    • Tasked with making provided base mesh vehicles game ready for unannounced project

    • Modeled and textured vehicle based on assigned concept art under the allotted time and budget requirements

    • Fully modeled and textured the exterior and interior of a sports car that was showcased alongside SprintR VR technology at GDC

    • Incorporated multiple references to obtain the level of detail knowing the player would be sitting behind the steering wheel and able to look around the entirety of the interior

  • 3D Weapons Artist (Contract) at ArenaNet
    Belllevue, WA, United States
    September 2016 - September 2017

    • Conceptualize original designs through proportion and color theory into fully realized textured models for proprietary project

    • Translate provided concepts by collaborating with Art Lead, Concept artists, FX artists, Animators, and Programmers to achieve the desired quality

    • Ensure each model and texture meet to engine performance and memory requirements, including triangle count and texture maps; add animation and visual effects when desired

    • Tasked with crafting LOD models for props with various levels of difficulty (whether they are static or have animations and effects)

    • Executing high to low poly pipeline following the established art direction and style

    • Adapt to new responsibilities

  • 3D Prop Artist (Contract) at PolyPixel 3D
    Tacoma, WA, United States
    December 2015 - January 2016

    • Successfully modeled and textured next-gen asset based on the provided concept art and budget constraints

    • Textures were created using Substance Painter and PBR guidelines

    • Maintained excellent communication and delivered finished product in a timely fashion

  • 3D Weapons Artist (Contract) at Above & Beyond Technologies
    Tacoma, WA, United States
    September 2013 - March 2015

    • Conceptualized weapon designs into full 3D models using both high poly and low poly techniques

    • Textured diffuse, specular, and gloss map, as well as producing ambient occlusion and normal map

    • Sculpted in ZBrush using organic modeling practices

    • Constructed shader materials in conjunction with UDK's Cascade (Unreal's particle creation system)