Delton Hulbert
Technical Artist at Health Scholars- Claim this Profile
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English Native or bilingual proficiency
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French Limited working proficiency
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Japanese Elementary proficiency
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Bio
Experience
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Health Scholars
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United States
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Hospitals and Health Care
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1 - 100 Employee
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Technical Artist
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May 2020 - Present
Working on a number of VR applications that serve hospitals, first responders, and medical professionals around the country to do the best work they can do.I build custom shaders for PBR/SSS on mobile in URP, streamline asset integration, create testing tools and in-engine rigging tools, and build complex animation systems for interactive, voice-controlled VR applications in Unity. I also provide support on team organization by writing rules and documentation for best practices for all sorts of art-related things, like directory structure/organization, naming conventions, and asset iteration and implementation, which helps speed up work by eliminating confusion and trepidation. I specialize in building simple interfaces for complex systems and simplifying time-consuming, menial tasks while not sacrificing creative or organizational freedom. I also help facilitate bi-monthly "brown bag" lunch trainings, where a team member presents on a topic they're passionate about. For these, I work with the presenter to refine their subject matter, timeline management, and presentation skills.
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Piaggio Fast Forward
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United States
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Automation Machinery Manufacturing
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1 - 100 Employee
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Technical Artist
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Jun 2018 - May 2020
Designed 3D animation pipeline using Maya and After Effects that displayed a variety of metric data in an easy-to-understand format, allowing designers and engineers to design behaviors for the semi-autonomous following robot, gita. 10-15 second videos (with 3 camera angles) were rendered in under 3 days in 4k using Arnold and After Effects with 3D link.I eventually redesigned that pipeline in Unreal4, where I was able to take the video creation time down to about 15 minutes from the time when I exported motion capture data from Vicon Shogun to when a fully rendered, 4k video with all data points was viewable. I did this by developing custom retargeting and cleanup tools in Maya, as well as a robust retargeting and automatic animation tweaking setup in Unreal, combined with render-to-textures and a whole lot of linear algebra.Other notable achievements: a fully-realized robot rig that functioned mechanically, and was driven by automation so it would balance itself given impulses and rotations. Functioned in Unity and Maya; a complete, textured character model and rig with custom clothing, designed in Maya, ZBrush, and Substance; CGI on a number of videos to prove concepts of new robot models.
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Tricky Fast Studios, LLC
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United States
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Entertainment Providers
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1 - 100 Employee
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Freelance 3D Artist
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Aug 2017 - Oct 2017
Contracted to create a number of assets for use in demo projects of a visual scripting package for Unity. 3D characters, rigs, textures, and animations, illustrations. Contracted to create a number of assets for use in demo projects of a visual scripting package for Unity. 3D characters, rigs, textures, and animations, illustrations.
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3D Artist
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Dec 2016 - May 2017
Worked in a variety of capacities for a startup games company in Cambridge, MA. 3D art and animation, administrative assistance, and quality assurance. Worked in a variety of capacities for a startup games company in Cambridge, MA. 3D art and animation, administrative assistance, and quality assurance.
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Education
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Fitchburg State University
Bachelors of Science in Communications Media -
Suffolk University