Website powered by
Raphael Tavares
Raphael Tavares
Senior Environment Artist at Ubisoft Massive
Malmo, Sweden

Summary

Environment artist with 15+ years of combined experience in Video Games and in Feature film Animation. Currently really enjoying doing some environment real-time work in Unreal Engine.

Shipped Titles - Avatar / Ice Age 4 / Rio2 / Spies in Disguise / Ferdinand / Epic

80.lvl - March 14th 2017
https://80.lv/articles/the-contrast-in-virtual-spaces/

Skills

ShadingPBR TexturingEnvironment ModelingProp ModelingUV MappingDigital SculptingPhysically Based Rendering

Software proficiency

Blender
Blender
Houdini
Houdini
Mari
Mari
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Substance 3D Designer
Substance 3D Designer
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
RenderMan
RenderMan

Productions

    • Video Game
      Star Wars: Outlaws
    • Year
      2024
    • Role
      Senior Environment Artist
    • Company
      Massive Entretainment
    • Video Game
      Avatar: Frontiers of Pandora
    • Year
      2023
    • Role
      Senior Environment Artist
    • Company
      Massive Entretainment
    • Movie
      Spies in Disguise
    • Year
      2019
    • Role
      Environment Artist
    • Company
      Blue Sky Studios
    • Movie
      Ferdinand
    • Year
      2017
    • Role
      Materials TD
    • Company
      Blue Sky Studios
    • Movie
      Ice age: Collision Course
    • Year
      2016
    • Role
      Materials TD
    • Company
      Blue Sky Studios
    • Movie
      The Peanuts Movie
    • Year
      2015
    • Role
      Materials TD
    • Company
      Blue Sky Studios
    • Movie
      Rio 2
    • Year
      2014
    • Role
      Materials TD
    • Company
      Blue Sky Studios
    • Movie
      Epic
    • Year
      2013
    • Role
      Junior Materials TD
    • Company
      Blue Sky Studios

Experience

  • Environment Artist at Blue Sky Studios
    Greenwich
    May 2012 - December 2020

    - work closely with Art director and Design to both blockout an environment and take it to final model after cameras are locked

    - during blocking out phase, plan what kind of materials will need to be created from scratch or re-used from library

    - make sure materials are PBR compliant so they work on different lighting scenarios

    - plan for what parts of the environment will need to be UV mapped and what can be done procedurally