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EXPERIENCE/EDUCATION

WHAT I'VE DONE - WHERE I'VE BEEN - HOW I LEARNED IT

SEP2018 - CURRENT

J.D. POWER, CHROMEDATA SERVICES DIVISION

3D ARTIST

- Create 3D models of vehicle accessories in Autodesk Maya and 3DS Max utilizing polygonal modeling 
- Create, maintain, and apply extensive material, texture, and model libraries to photo-realistically match vehicle/accessory reference images
- Utilize render layers/scene sets to render photo-realistic images for vehicle turnarounds using Arnold
- Process, organize, layer images into a dynamic/cohesive presentation for visualization of vehicle accessories
- Research and develop new techniques and processes for new and existing products using Unreal and Unity

DEC2009 - CURRENT

FREELANCE EMPLOYMENT

3D ARTIST

- Create original 3D models using Autodesk Maya and Mudbox/ZBrush utilizing polygonal modeling/sculpting techniques
- Create textures for 3D models using Substance Painter and Adobe Photoshop
- Create commissions for clients using above techniques based upon concept designs, sketches, and descriptions to complete final work
- Re-create 3D models and commissions in same fashion for replicas of assets from AAA games for collaborations between 3D Artists

DEC2010 - JUN2012

ROTATING CUBE GAMES

HARD SURFACE MODELER/TEXTURE ARTIST

- Create original 3D models using Autodesk Maya and Mudbox/ZBrush utilizing polygonal modeling/sculpting techniques
- Create textures for 3D models in Adobe Photoshop
- Created game-ready props used in a Half-Life 2 modification titled “Mindworld” using above techniques based upon concept designs and descriptions
- Exported models from Maya and imported into Source engine for in-game testing and QA 
- Collaborated and networked with other 3D Artists to complete finalized compositions through online forum

JAN2009 - JAN2010

3D MODELER/TEXTURE ARTIST

- Create original 3D models using Autodesk Maya utilizing polygonal modeling techniques
- Create textures for 3D models using Adobe Photoshop
- Created game-ready props used in an Unreal Tournament 3 modification titled “Endless Skies” using above techniques based upon concept designs, sketches, photographs, and descriptions
- Exported models from Maya and imported into UT3/UDK engine for in-game testing and quality assurance

ART INSTITUTE OF PORTLAND - GAME PRODUCTION TEAM

EXPERIENCE

APR2005 - DEC2009

ART INSTITUTE OF PORTLAND

B.F.A. - GAME ART AND DESIGN

Major Focus in polygonal 3D Modeling and Texturing

Minor focus on Photography and Concept Design

EDUCATION

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KNOWLEDGE/SKILLS

MY EXPERIENCE LEVEL IN THE TOOLS OF MY CRAFT

MAYA

LV 80

PHOTOSHOP

LV 90

SUBSTANCE

LV 80

MUDBOX

LV 60

Z-BRUSH

LV 60

3D STUDIO MAX

LV 60

3D MODELING

LV 80

TEXTURING

LV 90

UV MAPPING

UNREAL

LV 90

LV 80

UNITY

LV 70

CONCEPT DESIGN

LV 70

PHOTOGRAPHY

LV 90

DRAWING

LV 80

WACOM

LV 95

WINDOWS

LV 95

MACOS

LV 70

 
 
 
Purple Skies

ABOUT ME

A GLIMPSE INTO...MOI

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

STONE - translated to German as STEIN                 LEVER translated to German as HEBEL

I am Shiloh Steinhebel.

I'm a easy-going, fun-loving dude who loves blades, bags*, brushes**, and CG. I have an actual sense of humor; I like to make 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
GET IN TOUCH

Got a question? Have a suggestion? Want me on your team? See something broken on the site? Let me know by contacting me via this form or email me at the address below!

SASteinhebel@Gmail.com

971.570.8532

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