One of my favorite 3d Concepts made for the Netflix film Bionic.
About ME:
I’m a 3D artist and designer based in Southern California. I’ve spent the last decade building environments, props, and creatures for film, games, and advertising.
I started at Lightstorm Entertainment in 2016, in the Virtual Art Department on the Avatar sequels. We were building environment sets, vehicles, and assets in Weta’s game engine for real-time virtual production and motion capture, which meant presenting and iterating work directly with James Cameron and his production designers.
I came back to Lightstorm in 2022 as a Senior Modeling/Texture Artist on Avatar: Fire and Ash. Day to day I worked with Production Designers Dylan Cole and Ben Procter to hold the look consistent as the department scaled, and coordinated across Animation and VFX to keep interdependent work on schedule.
Between those two stints I spent nearly three years at NCSOFT building mechanical and fantasy creatures, vehicles, weapons, and environments for unreleased AAA titles in Unreal, where I also built reusable texture and shader systems that the wider team adopted. Before that, commercial work at FDM Studio including Michelob Ultra’s Super Bowl commercial, and Motorballer design variations for the Alita: Battle Angel 4k film extras.
My strongest work is environment art and hard-surface modeling: worlds that hold up under close scrutiny, and the props and dressing that make them feel inhabited.
Tools: ZBrush, 3ds Max, Maya, Blender, Substance, Unreal Engine, Unity
Contact:
joaodm3d@gmail.com
linkedin.com/in/joao-felipe-de-martini
jfdm.artstation.com