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Preston Dennis
Preston Dennis
3D Character/Creature Artist/modeler
Seattle, Washington , United States

Skills

3D Animation3D ModelingCharacter ModelingCreature ModelingProp ModelingRiggingTexturingCharacter DesignCharacter AnimationRetopologyCreature DesignPBR Texturing

Software proficiency

3ds Max
3ds Max
AutoCAD
AutoCAD
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Unity
Unity
CrazyBump
CrazyBump
SolidWorks
SolidWorks
Inventor
Inventor

Experience

  • 3D GENERALIST at Starform
    Seattle, United States of America
    May 2023 - January 2024

  • 3D GENERALIST at Starform
    Seattle, United States of America
    May 2023 - January 2024

    Primarily hired to work on draw call reduction of models through optimization of 3D geometry cleanup and reduction. Also work with outsourcing to provide modeling, animation and texture feedback to make assets production ready.

  • Senior Character Artist/3D Generalist at Wildseed Games
    Seattle Washington
    July 2021 - July 2022

    Character design and 3D modeling, environmental modeling rigging and weight painting. Unreal 5 look development

  • 3D Technical Illustration IV/Acting Lead at General Atomics
    San Diego, United States of America
    July 2018 - May 2021

    As a 3D technical Illustrator, my work entails taking 3D CAD models and cleaning them up so that we can the model can be used to in production graphics and 3D animations. As acting lead I have taken on the role of managing assignments between myself and other 3D illustrators to maintain constant work going out the door as well as maintaining the quality of the work. I work directly with our technical writing team to ensure that the illustrations meet their needs for documentation in the IETM (Interactive Electronic Technical Manual)

  • Designer at General ATOMICS EMS
    San Diego
    October 2017 - July 2018

    As a designer I was part of the engineering drafting and design department. Using CAD software tools we designed and drafter components for the AAG and EMALS systems retrofit for the Ford class Aircraft carriers

  • Interactive DESIGNER at Lockheed Martin
    Orlando
    September 2016 - October 2017

    As part of this team, I worked to develope a maintenance training simulator for the U.S. Airforce. Under this project we used common off the shelf game design tools like 3Ds max, Zbrush, Quixle Suite plugin for Photoshop and the unity game engine to develope training software

  • Design Specialist 2 at Craig Technologies
    Kennedy Space Center, Florida, United States of America
    May 2013 - September 2016

    -CAD model Conversion/Resurfacing for Animation

    -UV Layout and Texturing with Photoshop/Substance designer/painter

    -Animation and Rendering set up in Maya

    -Familiarity with ASME Y 14 family for G&DT standards as well as modeling and drawings standards

    -Work with Mechanical Engineers to design heavy equipment machine design, industrial equipment automation, pneumatics, & hydraulics.

    -Developing correct form, fit & function of designs using the ProE/Creo 2.0 design software package.

    -Familiarity with weldment drawings & callouts to create complete and accurate inseparable assembly weldments.

    -Create Asbuilt assemblies from legacy equipment using measuring devices such as scales, calipers, & micrometers

    -Use the PTC WindChill software management system for configuration & document management