Hugh Trombley
Hugh Trombley
Environment Artist
Bay Area , United States of America

About

My work can be viewed at:
www.hughtrombley.com

My primary creative focus is 3D environment artwork for games. I have extensive skills with creating and optimizing materials and shaders for maintaining physical correctness as well keeping within technical restrains and and budgets. Capable in development for AAA/PC/Console/Facebook/Mobile formats.

Resume PDF

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Skills

Environment ModelingLow-poly ModelingHard Surface Modeling3D AnimationPhotographyArt DirectionGame DesignGame DevelopmentTexturingLightingPhotogrammetryPBR TexturingProcedural

Software proficiency

ZBrush
ZBrush
Maya
Maya
xNormal
xNormal
3ds Max
3ds Max
Substance Designer
Substance Designer
Marvelous Designer
Marvelous Designer
Knald
Knald
Unity
Unity
Unreal Engine
Unreal Engine
Photoshop
Photoshop
Github
Github
Quixel Suite
Quixel Suite
Substance Painter
Substance Painter
Arnold
Arnold
Substance B2M
Substance B2M

Productions

  • Call of duty wwii cover art
    • Video Game
      Call of Duty:WW2
    • Year
      2017
    • Role
      Associate Technical Artist
    • Company
      Sledgehammer Games
  • Call of duty infinite warfare possible new art 1
    • Video Game
      Call of Duty: Infinite Warfare
    • Year
      2016
    • Role
      Associate Technical Artist
    • Company
      Infinity Ward

Experience

  • 3D Artist at Houzz
    Palo Alto, United States of America
    January 2017 - Present

    -Create material and model variations of products based on furniture from Houzz Catelog

    -Create and adjust textures and models for use in Augmented Reality

    -Generate Textures for Pipeline Usage within Engine.

    -Critique and edit Outsource Models and textures for accuracy as well as adjustments for pipeline usage.

    -Maintain vast library of materials.

    -Add metadata and collision data to models using Houzz proprietary tools

  • Associate Technical Artist (Contract) at Sledgehammer Games
    Foster City, United States of America
    October 2016 - December 2016

    -Optimize level performance without taking away from Art Direction.

    -Work on creating better and efficient asset pipelines for production.

    -Audit levels for material Physically-based correctness.

    -Work on testing and fixing tools to help with automating asset correctness based on production guidelines.

  • Associate Technical Artist (Contract) at Infinity Ward
    Woodland Hills, United States of America
    July 2016 - October 2016

    -Evaluate and improve game textures for PBR correctness.

    -Assist with debugging and fixing lighting and shader issues.

    -Assess and alter Textures and Materials for a final pass for the project.

    -Optimize assets based on diskspace and number of assets per level.

    -Test out Photogrammetry pipeline and ways to improve it

  • Associate 3D Artist at Premium Polygons
    Culver City, United States of America
    July 2015 - July 2016

    -Created Hi-poly, Low-poly models.

    -Baked down textures from models and placed them in the Quixel Suite for intial texturing pass.

    - Create renders from Intial rendering software for intial okay from producer.

    -Publish textures based on engine quality and necessary material requirements.

    -Create renders within game engine for marketing use.

  • Texture and Material Artist at Razor Edge Games
    Remote, United States of America
    July 2015 - April 2016

    Create PBR Texture (Albedo, Metallic, Roughness, AO, Normal and Height maps) and materials from varying given base textures ranging from diffuse and normal maps and 3D models with strict texture resolution budgets.

  • 3D Artist (Contract) at Virsix Inc.
    Los Angeles, United States of America
    October 2015 - January 2016

    -Developed and rendered design dimension plans for VR Cube design and also printing of interior and exterior cloth covering.

    -Stylized PBR Texture development, optimization, and implementation

    -High | Low poly modeling and texturing of environment buildings, landscapes, and props

    -Process development, art direction, and visual standard establishment.