
Karan Parekh
3D Designer
Skills

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Portfolio
Werkervaring
3D Generalist
Scratches to Curves • Fulltime
Jul 2024 - Dec 2025 • 1 yr 5 mos
As a 3D Generalist working in previsualization, my primary responsibility is to create rough-level environments and characters for films, series, and select advertising projects. I work closely with directors and layout teams to plan shot direction, camera blocking, and staging, while also contributing creative suggestions to improve visual storytelling. Alongside hands-on production, I support the team by assisting in project planning, improving and documenting pipelines, and ensuring smooth execution across departments. I also mentor interns and junior artists, and coordinate with freelancers and external vendors to maintain quality and delivery timelines. To achieve these goals, I primarily use Blender and Unreal Engine for previs production, along with supporting tools such as Substance Painter, Character Creator, Maya and Photoshop.
3D Designer
MemoryTrain Creatives Private Limited • Fulltime
Oct 2023 - Jul 2024 • 9 mos
Designed concept-driven collectible and souvenir products, translating cultural narratives into clear, production-ready visual designs. Sculpted high-quality 3D assets in ZBrush, focusing on strong silhouettes, readable forms, and surface detail suitable for both visualization and physical output. Prepared assets for manufacturing and 3D printing, ensuring watertight geometry, correct wall thickness, and print feasibility—similar to real-time and previs optimization constraints. Iterated rapidly based on physical prototype feedback, refining designs for clarity, durability, and visual impact. Solved technical issues related to asset preparation, geometry cleanup, and print-readiness, improving overall production efficiency. Demonstrated a generalist workflow, handling asset creation from concept through final output. Balanced creative design decisions with technical constraints, similar to previs and real-time pipelines. Maintained fast iteration cycles and problem-solving mindset under tight production requirements.
Texture and Lookdev Artist
MPC • Fulltime
Jul 2022 - Jul 2023 • 1 yr
As a Texture and Lookdev Artist, my main responsibility was to develop the look and feel of the assets, including crowd, props, and vehicles. I worked closely with the Leads and Sups to understand their vision and bring it to life on the screen. To achieve the desired results, I used software such as Mari and Substance Painter for texturing and Katana for Lookdev. These tools helped me to create realistic and detailed textures that enhance the overall visual quality of the assets.