Riccardo Cannizzaro
3D Artist and Indie Game Developer
I'm a self-taught 3D artist from Germany, focused on game-ready hard-surface and environment assets. Right now I'm building a first-person horror game on my own in Unity, so everything I make has to hold up in-engine and not just in a portfolio render.
My usual workflow: I start with a low-poly base mesh in Maya, build the high-poly with support edges or sculpt extra detail in Blender, then do the UVs with an eye on texel density and keeping the material count low. After baking normals, AO and curvature, I texture in Substance Painter and bring everything into Unity.
Tools I work with daily are Maya, Blender, Substance Painter, Unity and Photoshop.
Since I'm a solo dev, I also handle level design, lighting, sound design and gameplay programming in C#, so I know the whole path from blockout to a finished scene.