Valentin Nadolu Email and Phone Number
Valentin Nadolu work email
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Valentin Nadolu personal email
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Self-taught 3d artist with vast experience creating high quality 3d assets for a wide variety of target applications, from low-polygonal game assets to high resolution film assets.Specialties: 3d modeling, UV creation, texture baking, texture creation, both classic and procedural, non-PBR or PBR, scripting, pipeline optimization, Unity and Unreal Engine.
Ghostpunch Games
View- Website:
- ghostpunch.com
- Employees:
- 32
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3D ArtistGhostpunch Games Jan 2022 - PresentBucharest, Romania -
Freelance 3D ArtistVrn Tech Development Sep 2017 - PresentBucharest, Romania -
3D Vehicle ArtistVirtual Mechanix Apr 2021 - Sep 2021Bucharest, RomaniaI have created 3d cars for one the world's most well known rally games. -
University LecturerUniversity Politehnica Of Bucharest Sep 2012 - Jul 2021Bucharest, RomaniaTeaching the course "3D Modeling Techniques" for the Graphics, Multimedia and Virtual Reality Masters Degrees at the Faculty of Automatic Control and Computers. -
3D Environment ArtistWhitepond Games Mar 2020 - Mar 2021Bucharest, RomaniaI have created maps, props and Blueprints in UE4 for the TBS game Urban Strife
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3D Prop ArtistArkane Studios Jan 2018 - Mar 2020Bucharest, RomaniaI created 3d props for Arkane's Deathloop -
LecturerGamedev Academy Feb 2018 - Dec 2019Bucharest, RomaniaTeaching the course "Introduction to Autodesk Maya". -
LecturerSae Institute Oct 2014 - Dec 2019Bucharest, RomaniaTeaching courses on 1. 3D modeling in Maya.2. Procedural texturing in Substance Designer/Painter.3. Unreal Engine 4. -
Senior 3D ArtistIndg Jun 2016 - Aug 2017Bucharest, RomaniaStepping down from the Lead Artist position allows me to focus more on the things I enjoy: 3d production and technical research into pipelines.Duties:Creating high quality 3d motorcycles to be used for the Yamaha’s My Garage and the Honda Africa Twin AR apps:Low poly (~200.000 triangles) optimized models with Uvs for use in Unity.Texture baking and creation using Maya, xNormal, Photoshop, Substance Designer and Painter.Developing the pipeline necessary to transform a high resolution model usually used to render studio shots into a model usable in Unity.Creating the asset-side project structure from geometry budgets to material and texture setup taking into consideration mobile platform limitations: restrictive memory limits. Translating the client requirements regarding bike configurations and swappable parts into the most efficient setup possible in Unity using prefabs, shared and unique shader and textures.Providing training for low poly asset pipelines, UV creation and advanced texture baking techniques using Substance Designer.Writing scripts and researching new pipeline ideas that help optimize workflow.Creating a pipeline that use both 3ds Max and Maya and 3d programs used to create the 3d models while insuring full interoperability between the two programs and Unity when it comes to geometry, UVs and baked textures. -
Lead 3D ArtistIndg Mar 2015 - May 2016Bucharest, RomaniaAs one of the Lead Artists at INDG I was in charge of the low poly asset creation for the Yamaha My Garage apps which INDG is building from Yamaha Europe as well as the Honda Africa Twin augmented reality app.Duties:Creating high quality 3d motorcycles to be used for the Yamaha’s My Garage and the Honda Africa Twin AR apps:Low poly (~200.000 triangles) optimized models with Uvs for use in Unity.Texture baking and creation using Maya, xNormal, Photoshop, Substance Designer and Painter.Developing the pipeline necessary to transform a high resolution model usually used to render studio shots into a model usable in Unity.Creating the asset-side project structure from geometry budgets to material and texture setup taking into consideration mobile platform limitations: restrictive memory limits. Translating the client requirements regarding bike configurations and swappable parts into the most efficient setup possible in Unity using prefabs, shared and unique shader and textures.Coordinating the team by ensuring each artist understands the provided documentation, deciding asset assignments based on difficulty and artist experience.Providing QA for the team, making sure everything follows the technical guidelines.Evaluating each artist and providing training for low poly asset pipelines, UV creation and advanced texture baking techniques using Substance Designer.Writing scripts and researching new pipeline ideas that help optimize workflow.Creating a pipeline that use both 3ds Max and Maya and 3d programs used to create the 3d models while insuring full interoperability between the two programs and Unity when it comes to geometry, UVs and baked textures. -
Lead ArtistAmc Pixel Factory Jun 2013 - Dec 2014Bucharest, RomaniaWhile working at AMC I was charge of the Vehicle team working for one of the biggest multi-platform AAA titles to come out this year.Also doing research on substances and developing Mel scripts to help the Graphics team. -
Project ManagerAmc Pixel Factory Jul 2011 - Jun 2013Bucharest, RomaniaMy main job was planning the tasks for the entire art team and making sure everything goes according to the schedule as well as acting as the main link between AMC and the client.In my spare time I still act as a consultant to the team on technical aspects of 3d modeling in Maya, scripts, plugins and pipeline ideas. -
Lead Vehicle ArtistAmc Pixel Factory May 2005 - Jul 2011Bucharest, RomaniaIn charge of the Vehicle Department, my task was to make sure the team follows the technical and artistic guidelines received from the client.As the QA of the team, I had the task of signing off any 3d vehicles before they were sent to the client making sure they fit their specifications.Another of my responsibilities was to evaluate each artist and make sure everyone in the vehicle team was able to meet the same quality level when it comes to 3d modeling and textures.As a car aficionado, I acted as the on-site encyclopedia of everything car related.I developed scripts and came up with novel modeling techniques that would help the team improve their performance.For the first three years in this position, I was also in charge of the Vehicle Department's schedule, working with Microsoft Project and our internal scheduler to both track and plan the work of the team.
Valentin Nadolu Skills
Valentin Nadolu Education Details
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Physics Engineering, Lasers -
Mathematics And Computer Science -
Colegiul National "Mihai Viteazu" BucurestiMathematics And Computer Science -
Scoala Generala Nr 56, Jose Marti
Frequently Asked Questions about Valentin Nadolu
What company does Valentin Nadolu work for?
Valentin Nadolu works for Ghostpunch Games
What is Valentin Nadolu's role at the current company?
Valentin Nadolu's current role is Experienced Freelance 3D Artist.
What is Valentin Nadolu's email address?
Valentin Nadolu's email address is na****@****hoo.com
What schools did Valentin Nadolu attend?
Valentin Nadolu attended Universitatea „politehnica” Din București, Colegiul Național „mihai Viteazul” București, Colegiul National "mihai Viteazu" Bucuresti, Scoala Generala Nr 56, Jose Marti.
What are some of Valentin Nadolu's interests?
Valentin Nadolu has interest in More Cars, Computer Graphics, Education, Cars, Science And Technology, Biking, Computer Hardware, Drawing, Arts And Culture.
What skills is Valentin Nadolu known for?
Valentin Nadolu has skills like Maya, Texturing, Modeling, Video Games, Photoshop, Scripting, Low Poly Modeling, 3d Modeling, Game Development, 3d Studio Max, Computer Graphics, Uv Mapping.
Who are Valentin Nadolu's colleagues?
Valentin Nadolu's colleagues are Mary Sumner, Alex Kausak, Ben Warner, Codie Mckneely, Zachary Brown, Stav Hinenzon, Brad Hopper.
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