
Reder Joubert
3D Artist, 3D Animator and Game Developer
Crafting Stunning Visuals for Websites, Games, Commercials, and Films.

3D Artist, 3D Animator and Game Developer
Crafting Stunning Visuals for Websites, Games, Commercials, and Films.

► I am an accomplished and result-driven individual with solid proficiency in using specialized software programs to create flawless 3D art. I am familiar with creating textures for 3D characters, props, and environments using industry standard tools such as Substance Painter and Substance Designer.
► I have proven success in identifying and resolving project constraints, resulting in 100% on-time and on-budget delivery. I can interact easily with people of diverse backgrounds, cultures, and professional levels and possess excellent relationship-building skills. I have a resourceful and analytical nature and excel at improving operational efficiency and productivity. Rapidly assess and prioritize projects, based on process flow, complexity, timelines, and man-hours required.

. Project Overview
Challenge: Understanding and applying texel density to improve texture quality and consistency in a game-ready prop.
Tools: Blender 4.2, Unity, Substance Painter.
Scope: Learn the principles of texel density and its impact on UV mapping, to achieve consistent texel density across models in a scene. This project also explored how texel density considerations could vary depending on intended outcomes (e.g., portfolio piece, close-up view, or top-down game environment).
2. Hypothesis
Assumption: By understanding and applying texel density, I could achieve consistent, high-quality textures across models in different viewing scenarios. I believed that texel density would enhance visual clarity and sharpness, especially when setup for specific outcomes.
3. Challenges Faced
4. Resolved Challenges
5. Results
1. Project Overview
By following the 12 principles of animation and focussing on the believability of body movements, I was able to produce a professional and convincing animation that improves the existing rig's capabilities and matches the expressive sounds.
The video from the VTuber is highly expressive, particularly in terms of facial emotions, but the rig I’m using lacks built-in facial animations.
This poses a challenge in ensuring the body mechanics alone can communicate the intensity and nuances of the character's emotions.
Without the aid of facial animations, the body language needs to carry the full weight of expression, which could be difficult to achieve within a short timeframe while maintaining believability.
To address this, I plan to focus on leveraging the principles of animation, particularly exaggeration, anticipation, and timing, to ensure that the body animations compensate for the lack of facial expressions.
By concentrating on key moments in the audio where emotions are most intense, I aim to create clear and expressive body movements. Additionally, I’ll set a one-week time limit for the project, which will help prioritize believability and overall performance rather than getting caught up in intricate details.
This approach should allow for a dynamic animation that aligns with the expressiveness of the audio.
After meeting the one-week deadline, I was able to build a genuine and natural body animation that matched the expressiveness of the audio.
By utilising the rig's full potential, I was able to express a character who seemed alive and responsive while avoiding needless details.
1. Project Overview
I wanted to use a systematic approach—designing the character and environment from scratch, modelling, rigging, and animating in Blender—to create a polished one-minute animation that would be a strong addition to my portfolio and demonstrate a wide range of 3D skills that could also be used in a game engine.
First, managing the workload for a one-month timeframe while handling all aspects of production—design, modeling, rigging, and animation—could easily lead to burnout if I didn’t manage my time effectively.
I also recognized that balancing multiple disciplines, such as ensuring clean topology during modeling, precise UV unwrapping for texturing, and creating a functional rig for smooth animation, would require careful planning.
Additionally, I knew that integrating the voiceover would be another layer of complexity, requiring precise timing and synchronization between audio and animation.
To overcome these challenges, I approached the project with several strategies in mind:
The finished result was a polished one-minute animation that perfectly conveyed Niles' unique spirit and was successfully created in Blender Cycles. The character and atmosphere were in sync, and the voiceover brought the character to life.
This project showcased my abilities to take a notion from an idea to a completed result, while balancing the numerous technical requirements of 3D animation production.
If you're looking to hire me for full-time or contract work for 3D Art, 3D Animation, or Unity Game Development, feel free to contact me.
Looking forward to connecting!
South Africa
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