A L F R E D T . P O R T E R , I I I
A L F R E D P O R T E R @ G M A I L . C O M
CAREER OBJECTIVE
To use my artistic talents and formal training to secure a career as a 3d Artist at a game or simulation development company
WORK EXPERIENCE Kitchen & Bath Solutions (self-employed) Raleigh, NC
Owner/Operator
Provide estimates to clients for work to be done
Cold-call and visit prospective properties in order to secure new clientele
Perform all jobs for commercial and residential customers Order all materials necessary to complete work Artcraft Sign Company Graphic Designer/Sales Associate
Interacted daily with customers by phone, fax, and email
Designed and fabricate custom signage
Managed and operate digital printers
Created vector and raster designs for use in cut vinyl, digital print, and CNC routing applications Nu-Bath, Inc. Nu-Bath Technician
Created logo and branding for Nu-Bath and its parent company International Bathworks
Designed promotional materials such as business cards, information packets, and brochures
Designed and maintained the Nu-Bath website
Created vector images to clients’ specifications Signs by Tomorrow, Inc. Store Manager Communicated daily with customers by phone, fax, and email Assisted customers during the design process Increased clientele by anticipating customer needs and ensuring a positive
Priced, quoted, and managed numerous $5-$10K jobs Oversaw the ordering process to maximize profit Designed effective layouts for vinyl and digital output Weeded, taped, and laid out signs Corrected workflow flaws in order to move jobs quickly and efficiently
A L F R E D T . P O R T E R , I I I
5 8 3 2 A L L W O O D D R I V E R A L E I G H , N C 2 7 6 0 6
A L F R E D P O R T E R @ G M A I L . C O M
COMPUTER SKILLS
Autodesk 3DS Max 2010-2013 ZBrush Autodesk Mudbox Unreal Development Kit Unity 3D Gamemaker Pro Toolkit 2d Perforce Adobe Photoshop Adobe Illustrator Adobe Premiere Corel Draw Graphics Suite Google Sketchup FlexiSign PRO Macromedia Imaging Software Microsoft Operating Systems Microsoft Office Suite Corel Office Applications
EDUCATION North Carolina State University Bachelor of Arts in Religious Studies Wake Technical Community College Raleigh, NC Associates in Simulation and Game Development
CERTIFICATIONS Wake Technical Community College Raleigh, NC
Wake Tech Simulation and Game Development Certificates:
Eagle Scout Award References Available Upon Request A L F R E D T . P O R T E R , I I I
5 8 3 2 A L L W O O D D R I V E R A L E I G H , N C 2 7 6 0 6
A L F R E D P O R T E R @ G M A I L . C O M
RESEARCH STATEMENT
Overview
Immersive environments rely almost completely on how realistic the things that populate
that environment look. As gaming evolves and we see more player control that is based on virtual reality, realism will become even more paramount. My personal research interests have been mainly focused on achieving highly realistic models for 3D environments (more specifically the game industry). I started out the way that most 3D artists for games started out, by learning how to use a modeling software such as 3ds Max. While this method is great and a quick way to block out environments and create inorganic models I found that that there is a better way to achieve realism than to start by counting polygons and triangles. I moved from modeling objects to sculpting them, and my workflow became more efficient, more realistic, and more fun. I found out that I was able to put a lot of detail into a model in Zbrush, and by subdividing that model even further, I could get even more detail. I was able to then remesh or retopologize based on the high polygon model. Changing the Norm
With regards to higher learning, the games industry workflow is generally taught that you
should generate your low poly model first and then subdivide it to get your high poly model and extract your normal maps. The problem with this is that it is a highly inefficient way to achieve highly realistic models. You are able to get your low poly model into a game engine this way but it is backwards from the workflow of most game companies.
By remeshing your high poly model into a low poly model you almost always achieve better
edgeflow, while still retaining a low poly count. And because you started with a high poly model you can project your high poly model onto your low poly model and extract displacement maps and normal maps easier.
Going from high poly to low poly also makes texturing easier. I have found that because
there is more detail in high poly models, I am able to texture better. Because there is more detail in my model, I can colorize, or add wear and tear as needed. The main thing that I have found is that it is almost always easier to go down in polycount than it is to go up, and still maintain good form and structure within models. Pursuing Perfection
I intend to continue pursuing more efficient ways to streamline my workflow and get higher
quality low poly models for game engines. I understand the complications with this always lie with the ability of the game engine to be able to display my creations. By refining my content creation and focusing on creating accurate displacement maps and normal maps from a high poly model, I will be able to achieve the suspension of disbelief when creating my models and levels.
Working with a team who understands and can accurately accomplish content creation via
high poly sculpting and remeshing to a low poly model will only strengthen that team and the product being produced by that team.
A L F R E D T . P O R T E R , I I I
5 8 3 2 A L L W O O D D R I V E R A L E I G H , N C 2 7 6 0 6
A L F R E D P O R T E R @ G M A I L . C O M
REFERENCES
Jim Jackson Artcraft Sign Company 406 Hillsborough Street Raleigh, NC 27603 artcraftsignsco.com 919-841-7686 Mr. Jackson was one of my previous employers Summer Walden 2989 Sutton Glen NE Marietta, GA 30062 swaldenauthor.blogspot.com 910-431-1215 Mrs. Walden was a pervious freelance client of mine.
Cross-Respondent, v. DEBBIE CARDENAS, Defendant-Respondent/ Cross-Appellant. _______________________________________________________________ Submitted respondent/cross-appellant (John A. Jones, on the The parties were married on June 24, 1983, and divorced on June 30, 2004. They have four emancipated children. Two children were born of the marriage: Jimmy was born on December 14, 1983, and
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