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Jeremy Hollingsworth
Jeremy Hollingsworth
Lead Hard Surface Artist, Osso VR
San Diego, California, United States

Summary

Well rounded, work ethic focused, hard surface artist with experience in high fidelity photo realistic art for games, film, and commercials.

"Choose a job you love, and you will never have to work a day in your life." -Confucius

Skills

3D ModelingHard Surface ModelingTexturingZbrushVehiclesWeaponsHard surface texturingHard surface shadingCharacter 3D

Software proficiency

After Effects
After Effects
Fusion 360
Fusion 360
Keyshot
Keyshot
Mari
Mari
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
World Machine
World Machine
xNormal
xNormal
V-Ray
V-Ray
UVLayout
UVLayout
CrazyBump
CrazyBump
mental ray
mental ray
Linux
Linux
Medium by Adobe
Medium by Adobe

Reel

Productions

  • Cover art 13
    • Video Game
      Avengers
    • Year
      2020
    • Role
      Environment Artist III
    • Company
      Crystal Dynamics
  • Transformers last knight optimus prime2
    • Movie
      Transformers, the Last Knight
    • Year
      2017
    • Role
      Hard Surface Modeler
    • Company
      Industrial Light and Magic
  • Dwh
    • Movie
      Deepwater Horizon
    • Year
      2016
    • Role
      Hard Surface Modeler
    • Company
      Industrial Light and Magic
  • Star wars force awakens official poster
    • Movie
      Star Wars, The Force Awakens
    • Year
      2015
    • Role
      Hard Surface Modeler
    • Company
      Industrial Light and Magic
  • Hqdefault
    • Movie
      Iron Man Experience
    • Year
      2015
    • Role
      Hard Surface Modeler
    • Company
      Industrial Light and Magic
  • 782847669001 4151548756001 2d6c22af chi turtle wax fast and furious 20150403
    • Commercial / Advertisement
      Turtle Wax Breakout
    • Year
      2015
    • Role
      Hard Surface Modeler
    • Company
      The Mill, LA.
  • Turtle wax ice system smart shield technology small 4
    • Commercial / Advertisement
      Turtle Wax Ice
    • Year
      2015
    • Role
      Hard Surface Modeler
    • Company
      The Mill, LA.
  • And the coke goes to
    • Commercial / Advertisement
      Coca Cola "Generous"
    • Year
      2015
    • Role
      Modeling and Texturing Artist
    • Company
      The Mill, LA.

Experience

  • Senior Modeler at Osso VR
    Redwood City, United States of America
    July 2020 - Present

    Senior Modeler - Osso VR

  • Hard Surface Modeler at Apple
    Sunnyvale, CA, United States of America
    January 2020 - July 2020

    Contracted by Aquent, hard surface modeler.

  • Environment Artist III at Crystal Dynamics
    Redwood City, United States of America
    January 2018 - December 2019

    Environment artist with experience in both in game art and cinematic art. Responsible for creating my own concepts in maya, texturing/shading, rigging and animating, and optimization. Also experienced with destructible and physical object workflow delving into technical art.

  • 3D Character Artist, Hard Surface. at Visceral Games, EA.
    Redwood City, United States of America
    August 2017 - October 2017

    Character department hard surface artist, built/textured/shaded hero character assets for next-gen consoles and PC. Oversaw outsourcing models and textures. Studio was closed by EA.

  • Hard Surface Artist at Industrial Light and Magic, XLAB
    San Francisco, United States of America
    June 2017 - August 2017

    Responsible for modeling and texturing hard surface assets on Transformers, VR: https://youtu.be/UEtTGWA24lc

  • Hard Surface Modeler at Industrial Light and Magic
    San Francisco, United States of America
    June 2015 - July 2017

    I was responsible for a range of different modeling techniques, as well as outsourcing asset critique and integration into the pipeline. Hard surface modelers were expected to provide an accurate representation of photo-realistic assets whether it be modeling from a concept, designing a mechanical or fictitious mechanism, or matching scan data. I aim to deliver the lowest poly count possible while organizing topology methodically for the texturing artists. I concentrate on finding creative solutions to compress down massive amounts of modeling data into something that won't bog down the pipeline when it is compiled in the final shot.

  • Modeling and Texturing Intern at The Mill, LA.
    Los Angeles, United States of America
    January 2015 - April 2015

    Responsible for modeling and texturing assets for commercials.