about me , Nicolò Zubbini (“Ni:Zu”)
I’m an environment artist, focusing on asset modelling and texturing, then shading and lighting and some aspects of level building.
I work on anything environment : from architecture and landscape to vehicles and mechanical.
With a passion for sci-fi, best if served with heavy weathering and decay. I also enjoy working on accurate and realistic historical reconstructions and have an interest in documentary cg in general.
I’ve studied architecture (bachelor degree) and initially worked in arch.viz, then historical documentaries and advertising. I’ve worked on hipoly vfx environments, but specialize in realtime and lowpoly.
My weapon of choice is Blender, for modelling and sculpt. Toghether with Substance (or dDo) for texturing.
As for game engines, i mostly work with Unity, assembling environments and baking lights with Enlighten.I’ve previously used Vicious engine, Gamebryo, and made custom lightbakes in vray for console and mobile games.
I work as remote freelance and sometimes move on site for specific projects:
Remotely, i worked with : Streamline Studios (unannounced proj.) , Model Earth (Golden Age project), 3D Masala (Kenshi) , Hangman digital (Landmark Proj.) , PerpetualFX. (various mobile/console games)
On Site i worked with : the Blender Institute (hipoly env artist for VFX on the open movie “Tears of Steel”), Protocube Snc (Unity product viz.) and various individual architects and designers.
Mail : firstname.lastname@example.org
BlenderNetwork : http://www.blendernetwork.org/member/nicolo-zubbini/
CG society : http://nizu.cgsociety.org/gallery/