I'm a skilled 3D Artist who has worked professionally with environments, props and hard-surface modelling and 3D Visualisation. I have spent the last 3 years working with VR and AR, optimising models and textures and using Unity to bring immersive VR experiences to life. I have been honing my craft for nearly a decade, familiarising myself with up to date workflows for prop and environment modeling, making modular kits, tillable materials, trim sheets, high to low poly baking, face weighted normal shading and PBR texture workflows. I am constantly learning and updating techniques as the technology of the industry advances and I am always on the lookout for a new challenge to develop my skill further and contribute to exciting projects.
You can message me directly here or drop me an email at matthew.glen.mckenna@gmail.com and I'll get back to you right away.
Another profile is available here: https://80.lv/talent/p/matthew-mckenna
Alternatively, I can be reached via my linkedin account here: https://www.linkedin.com/in/matthew-mckenna-3710a235/
Working with the exciting team at RIVR, I have been part of the development of several projects across a range of sectors in both VR and AR Including training VR programs for Police and Fire services, intereactive displays for the Birmingham Royal Ballet and Market Hall Museum and I was part of the team that created a new VR induction game for NBS. I also played a part in the environment creation and props creation for a state of the art sandbox training solution called RiVR Arc, creating bespoke environments and scenes based on client needs as well as adding a library of props, foliage and material that allowed clients to create their own training courses themselves within VR. At RiVR I regularly used up to date modeling workflows (low and high poly, baking, face weighted normals, decals) and retopology techniques, work with photogrammetry scanned assets and creating unique and modular assets from scratch, tileable material creation, modular workflows for environment creation (UV setups with correct texal desnity, UDIMS and masking textures) and Unity engine shader graphs for material setups in engine. I regularly use Maya, ZBrush, Substance Designer, Substance Painter and Unity in my day to day workflow.