Who am I?

As someone who grew with a passion for cinema, animation and video games during the 90s, I started showing an early interest in drawing stories and having fun experimenting with programs for video game development, but it was on my first year of college where I encountered 3D renderings projects from other students, and I decided that would be something I would really want to do.

My interest and passion kept me going in always learning new and different things and improving my skill set.
As someone who grew up exploring and learning a lot of things on my own, I also developed a troubleshooting mindset to work on solutions to overcome hurdles during my work.

What do I do?

I've been working in several different project types and roles, including Architecture Visualization, metaverse artist, animation, pre-visualization artist, product artist, virtual production and interactive experiences. I've been worked on projects as either solo artist or in a artist team environment.

Software

My daily tools include Blender, Unreal Engine and image editing software like photoshop or procreate. I also know my way around with other software like 3DS max (along with corona or vray), zbrush, substance painter, and video editing software like DaVinci Resolve and Adobe Premiere. While working on projects where more artists where involved in the team, we also used Perforce for project management.

Skills

  • 3D Modelling (high & low poly) and sculpting

  • UV Mapping and texturing

  • Materials/Shaders and PBR

  • Basic Rigging and Animation

  • Lighting

  • VFX (fumefx, cascade, niagara)

  • Rendering (cycles, vray, corona, movie render queue, Lumen & Path tracing)

  • Unreal Blueprints

Work I have done

Professional Background

I've worked with companies like vBuzz, Verizon, Yahoo, Catches, Threebohemians, Seenpresents, Yellow Mammoth, MDG Fine Arts & Interiors and worked on several projects for international brands and companies. Mondelez, Lucozade, iTV2, CBRE, Nat Geo, Estée Lauder, Burberry, BMW Mini, Marvel Rivals, Tiktok. I was also invited in 2023 to lecture an Unreal Engine lookdev bootcamp for Anomalia (Český Krumlov, Czechia)

unreal engine

arch viz

works done in 3DS Max + corona

sculpting

works done in zbrush and blender

other work

work done in 3DS max and substance painter

Reach me out

Let's talk! If you have any inquiries or just want to connect, feel free to add me on linkedin or drop me a line on chat or via email.

Tiago Bulha

I believe that life should be more than work. Going outside, having hobbies, doing exercise, keeping a balanced lifestyle and mindset naturally contributes for better work quality and having more creativity.Why Unreal Engine?Traditional rendering takes a long time to produce, and real time rendering has taken a graphical leap in the past recent years. It's a great flexible tool that can be used not only for video games but also for virtual production, architecture and product visualisation, cinema and animation, VR/AR, or even live events. Being a real time engine, this makes the possibility for the workflow to be faster and to have a more flexible pipeline of work and quickly address changes.

From modeling to rendering, I've been working as a generalist starting my way in 3DS max along with vray or corona for architecure/design visualisations and made my way at the begining of the decade to blender and unreal engine, taking on a broader scope of projects that englobes virtual production, metaverse experiences, animation.As an individual, I keep interest and curiosity in learning new things to broaden my skillset. I also have a troubleshooting mindset to work on solutions to overcome hurdles during work.I believe that life should be more than work. Going outside, having hobbies, doing exercise, keeping a balanced lifestyle and mindset naturally contributes for better work quality and having more creativity.

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