
Julian Güpner
Fähigkeiten und Kenntnisse
Werdegang
Berufserfahrung von Julian Güpner
- 1 Jahr und 4 Monate, Jan. 2024 - Apr. 2025
Senior 3D Artist
Competition Company GmbH
Adapted to new processes for building race track environments quickly, creating two tracks in Unreal Engine. Generated assets in Blender and Photoshop. Managed technical tasks in Unreal Engine, implemented gameplay elements, tested internal tools to improve functionality. Resolved both artistic and technical issues. Contributed to new 3D pipeline development and documentation for internal and outsourced work, assessing production timelines, reviewing outsourced assets. Mentored junior artists.
- 6 Monate, Juni 2023 - Nov. 2023
Asset Lead
Goodbye Kansas Studios
Conducting thorough evaluations of assets, to ensure quality and adherence to technical specifications. Generating high-quality proxy and high-res assets Investigating and resolving asset complications, optimize asset performance and functionality. Coordinating with outsourcing team, including internal animation, character, layout, and mocap teams. Facilitating effective communication, addressing issues, and providing detailed notes and files.
Created hard surface, organic, character and environment assets using Maya, Zbrush, Substance Painter and Substance Designer. Created cloth and hair simulations using Maya. Scene setup, lighting, rendering, crowd setup, importing geometry, textures, animation, hair in proprietary GritGene for Animation graphics engine. Testing GritGene performance, features, report bugs, give feedback. Unreal Engine scene conversion to GrigGene.
Importing CAD assets, Material creation, Lighting and Rendering of various assets, using Cinema 4D and Redshift. Final image compositing using Photoshop.
- 1 Jahr und 4 Monate, Dez. 2019 - März 2021
Senior 3D Artist
Lucasfilm Animation
Reviewed and evaluated hundreds of environment and character assets, set dressing for shots, communicated clear, detailed feedback to vendors, ensuring technical and artistic accuracy in final deliveries Created character, vehicle and mechanical previz rigs for 3d story team Investigated and solved wide variety of technical and artistic asset complications on daily basis
- 1 Jahr und 9 Monate, Apr. 2018 - Dez. 2019
3D Artist
Lucasfilm Animation
Reviewed and evaluated hundreds of environment and character assets, set dressing for shots, communicated clear, detailed feedback to vendors, ensuring technical and artistic accuracy in final deliveries Created character, vehicle and mechanical previz rigs for 3d story team Investigated and solved wide variety of technical and artistic asset complications on daily basis
- 1 Jahr und 4 Monate, Juni 2016 - Sep. 2017
CG Artist
Pacific Digital Image
Modeling, Material creation, Lighting and Render Setup of hard surface assets, such as phones, tablets and architectural visualization, using Maya and VRay
- 1 Jahr und 6 Monate, März 2014 - Aug. 2015
3D Artist
Tribetoy
Created hi-res and lo-res models, and baked appropriate texture maps
- 10 Monate, Juni 2014 - März 2015
3D Artist
Linden Lab
Modeled, textured and rigged props and environment assets using Maya, Substance Painter, ZBrush, Havok Physics and Photoshop for the social VR platform Sansar Created collision geometry using Havok and worked with Engineering and Render teams to test proprietary game engine
- 4 Jahre und 6 Monate, Apr. 2008 - Sep. 2012
Environment Artist
Lucasfilm Animation
Created over 700 complex assets under aggressive bids that consistently met high aesthetic and technical standards for television series, Star Wars: The Clone Wars. Successfully took on the challenge of learning to create, teach and support layout rigs, rigging over 40 vehicles, and characters, responsible for same day turnarounds on new and urgent requests. Reviewed and ingested over 200 assets from overseas studios, determining aesthetic and technical quality, provided feedback when necessary.
- 7 Monate, Juli 2007 - Jan. 2008
Prop Artist
Perpetual Entertainment Inc.
Modeled and textured low-res and hi-res game assets using ZBrush, Maya, and Photoshop for the MMO Star Trek Online. Tested and provided feedback on modeling and texturing workflow and technical specifications for production pipeline with limited prior experience in game industry.
- 10 Monate, Mai 2006 - Feb. 2007
CG Artist
Digital Dream
Built a complex digital model in Maya of a CSX 5000 freight train for the major motion picture Next. With little previous experience studied rigid body and particle effects in maya and provided compositor with falling rock and dust elements to be used in multiple shots for the feature film Wild Hogs. Modeled, textured, rigged, animated, and composited 3d Digital element into live action shot for the feature film Wild Hogs.
Ausbildung von Julian Güpner
- 2004 - 2006
Animation and Visual Effects
Ex'pression College for Digital Arts
Sprachen
Deutsch
Muttersprache
Englisch
Fließend
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