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Kyle Greenyer
Kyle Greenyer
Hard Surface, Organic and 3D Assets Modeller
Cambridge, United Kingdom

Summary

Hey! My name is Kyle Greenyer, I am currently 27 years old and I am a 3D Modeller based in Cambridge, specializing in Hard Surface, Environment, Asset and Organic modelling. I have been in the 3D Industry for over four years now, working at major studios such as Framestore and One of Us in London, where I have gained a vast wealth of knowledge regarding all things 3D.

Projects to date that I have worked on include King Arthur : Legend of the Sword (2017), Mowgli (2018), Fantastic Beasts and Where to Find Them (2017) Don't Hang Up (2017) and most recently Guardians of the Galaxy Vol.2 (2017).

Skills

3D ModelingEnvironment ModelingHard Surface ModelingTexturingQuixel SuitePhotoshop3DS MaxMayaAfter EffectsTraditional ArtSubstance PainterOrganic ModellingZ BrushAssetsMarvellous Designer

Software proficiency

3ds Max
3ds Max
After Effects
After Effects
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
V-Ray
V-Ray
Arnold
Arnold

Reel

Productions

    • Movie
      Don't Hang Up
    • Year
      2017
    • Role
      3D Assets Modeller
    • Company
      Framestore
    • Movie
      Mowgli
    • Year
      2018
    • Role
      3d Modeller/Hard Surface/Environments
    • Company
      Framestore
    • Movie
      King Arthur : Legend of the Sword
    • Year
      2017
    • Role
      3d Modeller
    • Company
      Framestore
    • Movie
      Fantastic Beasts and Where to Find Them
    • Year
      2017
    • Role
      3d Modeller
    • Company
      Framestore
    • Movie
      Guardians of the Galaxy Vol.2
    • Year
      2017
    • Role
      3d Modeller
    • Company
      Framestore

Experience

  • 3D Modeller at Framestore
    London, United Kingdom
    June 2014 - June 2016

    I worked on a variety of assets for Framestore for over two years, modelling

    and UV’ing prop assets and other objects for the huge variation of environments

    we had on various projects. I also had to provide accurate and clean geometry for a few

    of the hero assets we had for one of the main characters, namely the pistol he

    used in a variety of big screen shots. This not only tested my ability to model

    effectively and produce clean, organised geometry, but to do so in an extremely

    intense environment as the deadlines came both thick and fast.