Lucas Garcez

3D generalist living in Guarujá, Brazil. Driven by a deep interest in hard surface, proceduralism and materials. Always curious and creatively resourceful.

WORK


EDUCATION


3D Art for Games
EBAC
Visual Design Basics
Alex Senechal
KeyShot Rendering Masterclass
Will Gibbons

Substance Designer Essentials
Learned Squared
Environment Art
Masterclass Nexttut
Technical Artist in Game Development
Udemy

Houdini The Geometry Essentials
Hipflask
Houdini Intro to VEX Programming
Udemy
Houdini FX Course
Christian Bohm

Softwares


Blender Advanced
Substance 3D Painter Advanced
Keyshot Advanced
Substance 3D Designer Medium
Zbrush Medium
Unreal Engine Medium
Marvelous Designer Medium
Houdini Medium

Hard Skills


Gaming pipeline Advanced
Polymodeling Advanced
Texturing Advanced
Sculpting Medium
Environment creation Medium
Shader creation Medium
Light and composition Medium
Level design Basic

Personal Interests


Hard Surface
Proceduralism
Video game technology
Music production Advanced
Ableton Live, Pro Tools, FL Studio.

Custom AR-15

Modeling, texturing, rendering.
Blender, Substance Painter, Zbrush, Marmoset Toolbag.

DETAILS


Custom AR-15I had a great time learning more about guns through this project. It was challenging but incredibly enjoyable. I created this fictional gun manufacturer, SGA, to add a creative twist to the process.I started with the mid-poly modeling in Blender, then brought the model into ZBrush for high-poly detailing. After that did the low-poly in Blender. Finally, I baked and textured the asset in Substance Painter.

Ancient Temple

Modeling, texturing and rendering.
Blender, Substance Painter, Substance Designer, Zbrush and Unreal Engine 5.

DETAILS


Ancient Temple Project
This project was an opportunity to refine my workflows in Unreal Engine, focusing on efficient asset creation and integration. Using Blender and ZBrush, I crafted both low and high poly models to ensure optimal detail and performance. For texturing, I leveraged Substance Designer to generate custom alphas, which added intricate details in Substance Painter, enhancing the realism of the final assets.

Digitakt Drum Sampler

Modeling and texturing.
Blender and Substance Painter.

DETAILS


Digitakt
Modeled and textured this iconic drum sampler, focusing on precision and detail. The project was created entirely in Blender, with textures crafted in Substance Painter to faithfully represent the original design.

Underground Parking

Polymodeling and pre-production organization.

DETAILS


3D Parking Lot Project
Development of a 3D parking lot scene with attention to asset modeling, shader creation, and layout planning. The project was created entirely in Blender, ensuring a clean and functional design tailored to the brief.

Soothy

Polymodeling, texturing and rendering.
Blender and Substance Painter.

DETAILS


Soothy Skincare Cosmetics
3D modeling, texturing, lighting, animation, and rendering for a skincare cosmetics line launch. The models were developed and rendered in Blender, with detailed texturing completed in Substance Painter, delivering visuals aligned with the brand's aesthetic.

Aged Green and Blue Slate Material

Procedural material creation and rendering
Substance Designer.

DETAILS


Aged Green and Blue Slate Material
The client requested a material that represents green and blue slate tiles with a heavily aged, weathered appearance. I approached this problem using Substance Designer, to make the textures reusable. Key details include cracks, chips, and faded color variations that convey years of exposure. The tiles also feature eroded patches that reveal the rougher textures underneath.