Kenray Barnabas | Technical Artist

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Kenray Barnabas | Technical Artist

Combining creativity
& software engineering.

Coming from a 3D Generalist background, my strengths include 3D modeling, digital sculpting, optimization, and texturing. I have professional experience with Blender, 3ds Max, Maya, ZBrush, Substance Painter, and the Adobe Creative Suite. Over the course of my career, I developed a strong interest in coding—particularly in building tools within DCC APIs and automating repetitive workflows. As I continue to grow in technical art, I am learning, building tools, and seeking opportunities to improve production efficiency and artist workflows.

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Technical Art | Tooling & Automation

My focus as a Technical Artist revolves around scripting in Python developing tools to automate tedious task and improve workflow efficiency. Part of this experience comes from my time at Trinity Animation where I explored MaxScript developing tools to automate the optimization process in scenes with heavy polycount and thousands of parts. These scenes typically involved machinary models which needed to be set at the lowest settings for better performance in 3Ds Max and user friendly navigation. Another similar experience was at Skyline E3, where I helped introduce Blender to the creative team. Learning a new software can be a daunting task, so I had developed an add-on that had all the built-in Blender parameters under one tool to help smooth the introduction to Blender while utilizing it for development. These days, what used to be hours of searching on Google and Stack Overflow has become a simple Ai prompt in how to approach certain blocks of code, where I can implement snippets from chatGPT to a larger structure of code I am developing. My interest in coding began with Python in Maya, developing Tools to automate tasks, and exploring rig selector UIs. This interest has carried onto Blender, which is Python heavy. Below are some of the tools I've developed exploring Blender's Python environment focusing on automation, and workflow efficiency.

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3D PROFICIENCY

SOFTWARE /

Blender
SPainter
Zbrush
Maya
3ds Max
Photoshop
After Effects
Unreal Engine
Marmoset

PIPELINE /

3d Modeling

Sculpting

Retopology

UV Mapping

Texturing

Optimization


STACK

FRONTEND /

HTML5
CSS
JavaScript

BACKEND /

Python

RELEVANT WORK EXPERIENCE

3D Artist | Freelance

Remote, US | July 2020 - May 2023

With my freelancing experience, I worked with a variety of projects including game asset development, product rendering, character development, and development courses. Companies indie teams, and startups I've worked with include:

Companies & Studios

  • Sequin AR | March 2023 - May 2023 | Glastonbury, CT, US
  • Skillademia | October 2022 - June 2023 | Vilnius, Lithuania
  • RocketSchas LLC | August 2021 - July 2022 | Las Vegas, NV, US
  • NiteOut | August 2021 - July 2022 | Las Vegas, NV, US
  • Noxart | July 2020 - September 2020 | Antalya, Turkey
  • High poly sculpting
  • Low poly build and optimization
  • UV Unwrapping
  • Baking and texturing
  • Rigging and posing
  • Asset look development in Unity
  • Character design
  • Costume design
  • Video editing
  • Teaching
  • Lighting and rendering
  • Unreal Engine asset look development
  • Mobile and VR platform
  • Task assignments to other 3d artists
  • Marketing image reviews
  • Project tracking and management

Interactive Designer | On-site Full Time at SkylineE3

Lenexa, KS, US | April 2019 - April 2021

Skyline E3 was a unique experience in my journey as a 3D artist. I worked closely with the design team on both graphic design projects and 3D visualization for tradeshow booths. Early in my role, I had the opportunity to help introduce Blender into the team’s pipeline, and I developed custom tools to help designers work more efficiently within Blender. My responsibilities included graphic design edits, proofing, and 3D visual development for tradeshow booth concepts.

  • 3d modeling
  • Texturing
  • Lighting
  • Rendering
  • Tradeshow booth designing
  • Training design team in Blender
  • Graphic design
  • Graphic revisions and proofing
  • Assembly instructions

3D Animator | On-site Full Time at Trinity Animation

Overland Park, KS, US | November 2016 - February 2018

My time at Trinity Animation was an invaluable experience as a 3D Animator. It was my first full-time role in the industry, and it helped me grow significantly in production-quality development across interior and exterior environments, as well as product visualization. Along with the technical workflows, I gained hands-on experience in project management, studio pipelines, and production infrastructure. Working alongside a talented team strengthened my interest in environment and product visualization, and motivated me to continually push rendering quality beyond expectations.

  • 3d modeling
  • Texturing
  • Lighting
  • Rendering
  • Environemt visualization
  • Product visualization
  • Photo-real imagery
  • 3d animation
  • Maxscript tool development
  • Task automation

3d Animation | On-site Internship at Fuse Animation

Minneapolis, MN, US | January 2016 - June 2018

My internship at Fuse Animation introduced me to a professional studio environment where I worked closely with experienced 3D artists. I learned Cinema 4D for visual development, contributed to product visualization workflows, and regularly received feedback that strengthened my skills. The collaborative atmosphere taught me the value of staying engaged and involved in the creative process. Responsibilities included:

  • 3d modeling
  • Texturing
  • Lighting
  • Rendering
  • Product visualization
  • Photo-real imagery
  • 3d animation
  • Project & portfolio reviews

EDUCATION

Art Institute International

Minneapolis, MN, US | January 2013 - June 2016

completed 12 quarters towards a Bachelor's Degree in Computer Science majoring in Media Arts & Animation

Johnson County Community College

Overland Park, KS, US | January 2025 - Current

Pursuing an Associates of Applied Science in Computer Information Systems


CERTIFICATES