
STONE
LEVER
3D
.COM

STONELEVER3D
SHILOH STEINHEBEL
3D TEXTURE ARTIST - 3D MODELER - 3D LIGHTNING/RENDERING
S
HILOH
TEINHEBEL
PORTFOLIO

EXPERIENCE/EDUCATION
DEC2009 - CURRENT
STONELEVER3D
3D ARTIST - FREELANCE
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Develop textures/materials/shaders utilizing PBR workflows for 3D models using Substance Painter and Adobe Photoshop
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Produce original 3D models using Autodesk Maya and Mudbox/ZBrush with correct and proper optimization
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Create commissions works using above techniques based upon concept designs, sketches, and descriptions
EXPERIENCE
SEP2018 - JAN2023
J.D. POWER, CHROMEDATA
DIVISION
3D ARTIST - VISUALIZATIONS
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Built 3D models of vehicle accessories in Autodesk Maya Created, maintained, and applied extensive PBR material/texture/shader, and asset libraries to photo-realistically matched OEM vehicle/accessory reference images
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Utilized render layers to render photo-realistic images for vehicle turnarounds using Arnold in Maya
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Processed, organized, and layered images into a cohesive presentation for visualization of vehicle accessories
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Researched and developed new techniques using PBR materials and Unreal game engine, increasing visual quality three-fold, workflow productivity 75%, and OEM client engagement by 80%
DEC2010 - JUN2012
ROTATING CUBE GAMES
HARD SURFACE MODELER/TEXTURE ARTIST
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Designed original 3D models using Autodesk Maya and Mudbox
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Created textures/materials using Adobe Photoshop and Quixel
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Responsible for creating main weapon asset for mod, in addition to other game-ready props using concept designs and descriptions, for a Half-Life 2 modification titled “Mindworld”
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Exported models from Maya and imported into Source/Hammer engine for in-game testing and quality assurance
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Collaborated and networked with other 3D Artists to complete finalized compositions through an online forum
JAN2009 - DEC2009
3D MODELER/TEXTURE ARTIST
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Developed original 3D models using Autodesk Maya and textures using Adobe Photoshop
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Built game-ready props used in an Unreal Tournament 3 modification titled “Endless Skies” using above techniques based upon concept designs, sketches, photographs, and descriptions
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Exported models from Maya and imported into UDK engine for testing and QA
ART INSTITUTE OF PORTLAND - GAME PRODUCTION TEAM
APR2005 - DEC2009
ART INSTITUTE OF PORTLAND
B.F.A. - GAME ART AND DESIGN
Focus on video game design, 3D Texturing/Modeling, Photography, Concept Design, and Digital Painting
EDUCATION

KNOWLEDGE/SKILLS
MAYA
AFTER EFFECTS
ADOBE CREATIVE SUITE
UNREAL ENGINE 4/5
MAC OS
SOFTWARE
PHOTOSHOP
ZBRUSH
UNITY
JIRA
PERFORCE
ILLUSTRATOR
SUBSTANCE PAINTER
HEADUS
WINDOWS
TECHNICAL SKILLS
3D MODELING
UV MAPPING
DRAWING
AR/VR
3D TEXTURING
CONCEPT DESIGN
3D ANIMATION
LIGHTING
VISUALIZATION
PHOTOGRAPHY
WACOM
SOFT SKILLS
ARTISTIC
TIME MANAGEMENT
TEAMWORK
OPEN-MINDED
CREATIVITY
ADAPTABLE
QUICK LEARNER
HUMBLE
SELF-MOTIVATION
PROBLEM SOLVER
COMMUNICATION
ORGANIZATION
WORK PRIORITIZATION

ABOUT ME

STONE
Noun
A hard, solid material of which rock is made of
LEVER
Noun
A rigid bar resting on a pivot
3D
Noun
The quality of being three-dimensional
LEVER - translated to German as HEBEL
STONE - translated to German as STEIN
I am Shiloh Steinhebel.
I'm a highly creative, artistic, and multitalented 3D CG Artist with 10+ years of experience in 3D modeling and texturing for all digital 3D mediums. I've developed props and environmental assets using Maya and Substance Painter, among other digital content creation software. I'm highly adaptable and self-motivated, and I excel at problem-solving, and collaborative teamwork.
I love what I do and my craft! I'm an easy-going, fun-loving dude who loves blades, bags*, brushes**, and CG. I'm witty and have a quick sense of humor, and making people laugh. I have an excellent eye for detail and tend to be detail oriented, which is a requirement in this line of work. I’m a problem solver too, a quick learner, and I am great at weighing options and executing calculated decisions. I love working with a team to collaborate and bounce ideas off team-mates. I also have a knack for working independently with a given set of tasks and little micro-managing.
* - Not purses, Man-bags
** - Uh, Photoshop brushes, that is
CONTACT



I am open to work!
Questions? Comments? Like what you see? Let me know!