TARANTINE
Tarantine Gomes   Brazil
 
 
I am a highly creative 3D artist with extensive experience in modeling and graphic design. I have worked on commercial and artistic projects for various companies and have experience in the film industry, including an undisclosed video game-themed movie where I coordinated the art team.

I use various programs to develop 3D figures and architectures and am constantly enhancing my skills with new tools. I have extensive knowledge in games, cinema, and art, areas where 3D models are essential.

I worked on game trailers as a 3D artist and environment artist for Lost Cosmonauts, contracted by Valve Software. In this project, I created several props and character designs in 3D for Dota 2 game trailers. I had the opportunity to sculpt the redesign of a hero in the game, Magnus, and new characters for a special event, Aghanim's Continuum Conundrum. I also designed, sculpted, retopologized, textured, and equipped armor sets for heroes in the Dota 2 Workshop, which were accepted into the game.

I stood out by working as a contractor for Valve Software, where my art assets appeared in official trailers, the True Sight documentary series, and the game itself, with my character work for Aghanim's Continuum Conundrum. My personal work also resulted in the acceptance of several armor sets in Dota 2, a notable achievement due to the strong competition from other 3D artists.

Additionally, I create skins and models for game projects on the Roblox platform and develop asset models for community-created games in Unreal Engine for Fortnite (UEFN) for Epic Games.

I organize my production process efficiently, maintaining quality and meeting deadlines. I use tools like Pureref for reference, standardize the naming of elements in my files, and separate elements with different materials to facilitate the creation of textures and materials. My process is clear and understandable to both colleagues and clients, facilitating feedback and ensuring that the defined concept is transformed into 3D within the stipulated time.

I have ease in working with teams and good communication with clients. I enjoy working with continuous feedback until we reach the desired final product.

In my personal skills, I excel in 3D sculpting in Zbrush, taking models to the final polymer with materials and rigging. I mainly enjoy creating 3D assets for games and film environments, excelling in designing armor for characters and fantastic creatures, in addition to having experience with retopology and texturing.

I have experience cooperating with global teams, especially with Lost Cosmonauts, dynamically responding to feedback in weekly meetings and improving my sculptures as requested. Although I have not led teams professionally, I have led teams in creating armor sets for Dota 2, guiding concept artists, high-resolution sculptors, and retopology artists.

I constantly practice sculpting in Zbrush, using references from 2D and 3D assets, and create armor for the game Dota 2. With this practice, I am always learning new techniques and accelerating my personal growth in high and low-resolution creation, retopology, material baking, design, and rigging.

Main software used:
Zbrush
3ds Max
Blender
Substance Paint
Adobe Photoshop
TopoGun
Marmoset Toolbag

https://www.artstation.com/tarantine

Twitter https://twitter.com/Tarantinegomes
Currently Offline
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Abyssal Slark is a mysterious creature that inhabits the depths of the ocean. He is a legend among marine beings, known for his cunning and survival skills. Born from a solitary egg in a dark and deep crevice, Slark had to fight to survive from the beginni
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Created by - TARANTINE
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