S.F. Bay Studios is a small team focusing mostly on game development & assets. Our “Infinity Series” is dedicated to making PBR models with a heavy emphasis on Massive Texture Customization.
I’ve been making games for over 5 years now, and I have been producing character art for nearly three years. I do a lot of the texturing, and the Substance Designer integration, and I work with other artists to produce the models, animations, and more.
I thoroughly enjoy creating killer art and seeing the characters come to life, and I look forward to making more characters and games in the years to come for Unity, the iClone content community, and others.
My name is Vitaly Okulov and I am a 3D environmental artist.
I’m a 3D artist with over 9 years of experience. My main skills are both low and high-poly modeling, texturing, 3D scanning and rendering for modern game engines such as Unity 5 and Unreal Engine 4.
Quality is the most important thing in my approach to design. I’m trying to make the absolute best art for other game developers to use. Both visual and quality levels increase with every new project I do. My happiness comes from creating something new and progressive and using all modern techniques in the 3D and game industry.
Today I create 3D assets for interactive apps, and sell assets on the Unity Asset Store , UE4 Marketplace, and of course the Reallusion Content store for iClone.
I have been in the 3D industry for about 20 years now, first as a graphic designer and then as a 3D designer.
At the beginning, it was a hobby for me but after, it became my profession. From the first time I got in contact with a 3D program (when I was very young) I had it clear that that was what I wanted to do in my future.
So I started to learn as much as I could while going on with the rest of my studies and work.
With more than 20 year experience in 3D modeling, at 3D Everything we design and create 3D models so that you can develop your iClone animations, games, applications, printing 3D models, and any type of quality projects.
I went to school for 3D animation shortly after the movie Jurassic Park came out and I knew that’s what I wanted to do.
I got my first official industry job in 1999 at a local post-production studio. I was there for over a year, and then I went to work in a very small game studio working on budget titles.
I’ve always loved games and have been modding and creating levels and extra content for them for as long as I can remember. Since then I’ve gone on to become a Lead Animator at Raven Software of Activision, worked on the CrunchyRoll #1 Anime: RWBY, and also worked on a few seasons of Red vs Blue, and now create content for iClone as a Featured Content Developer.
I am a computer engineer with a master’s degree in Business and Administration (MBA).
I work as an Agile practitioner and executive in a world-leading organization specialized in the development of high-end, on-line 3D video games for the entertainment industry.
Aside from work, I play in a rock band, and I contribute to the iClone industry as a Certified Content Developer by applying my engineering skills, business experience and creativity to the creation of exclusive Character Creator Cloths for iClone characters and miscellaneous derived specialized iClone products.
I have recently retired after 20+ years as a digital 2D/3D freelancer working for a handful of studios, and then mainly indie work in the latter years.
I’ve done plenty of grunt work in the trenches from rigging animation panels for senior animators when I first started to create scenes, props, and characters.
I have used iClone since version 1 and I’ve worked with Reallusion in the past on white papers, content, demos, and training. It’s always been a pleasant experience as I have never had a company listen so well to what its users want. iClone has grown from an animation gimmick to a powerful animation tool that has listened to its customer base, with a proper roadmap that has got it to this point.
I graduated as a system programmer but became fond of computer 3D graphics.
At first, I started to work as 3D modeler and designer in a small company which created short advertising clips for TV channels. During that time personal computers were not so powerful but since computer graphics was something new for public, our clips were rather popular.
Since 2010, I have been creating iClone content that focuses on realistic-human characters as I have good knowledge of human anatomy and this helps me a lot in making my characters more real for the iClone community.