Maintenance Hangar — Unreal Engine 5, work in progress

Environment Art · Unreal Engine 5

I build stylised environments and props, from blockout to final lighting.

Modular kits and hard-surface props modelled in Blender, textured in Substance 3D Painter, then assembled and lit in Unreal Engine 5. Trim sheets, channel-packed masks and texel-density discipline, because the constraints are where art direction and real-time budgets actually meet.

Pune, Maharashtra, IndiaBlenderSubstance 3D PainterUnreal Engine 5ZBrushMarmoset Toolbag

3D Environment Artist

What this covers

  • Environment design & visual storytelling
  • Modelling, sculpting & clean topology
  • UVs, baking & PBR texturing
  • Modular kits, trim sheets & reusable props
  • Lighting, composition & mood
  • Scene assembly, set dressing & scale

Screening for technical artist work instead? See the technical artist portfolio →

Experience

Production and pipeline

Most of the technical-art work is consistency: setting the workflow, reviewing asset quality before it reaches the engine, and keeping output aligned as more hands touch the same scenes.

The rest is the engine itself — scene lighting, optimisation and draw-call reduction, the decisions that determine whether an environment holds its frame budget — plus Blueprint support where the art pipeline needs it.

Current role
3D Team Lead, Analyzer Tensor Technologies
Since
April 2026
Route in
Promoted from 3D Environment Artist
Based in
Pune, Maharashtra, India
CurrentApr 2026 — PresentPune, Maharashtra, India

3D Team Lead

Analyzer Tensor Technologies

  • Promoted and transferred from Analyzer CAE Solutions after the department spun out into a new company.
  • Lead 3D environment production, team coordination and real-time workflow execution.
  • Own scene lighting, optimisation and draw-call reduction, plus basic Blueprint support in Unreal Engine.
  • Manage asset quality, workflow alignment and consistency of output across the team.
Jun 2024 — Mar 2026Pune, Maharashtra, India

3D Environment Artist

Analyzer CAE Solutions Pvt. Ltd.

  • Created stylised low-poly environment assets in Blender with PBR texturing in Substance 3D Painter.
  • Lit scenes in Unreal Engine 5 using both Lumen and baked workflows.
  • Optimised environments with virtual textures, trim sheets, shaders and draw-call reduction techniques.
  • Built basic Blueprints for simple interactions and workflow needs.
Jul 2022 — Oct 2023Mehsana, Gujarat, India

3D Artist

Aswaforce Pvt. Ltd.

  • Created 3D models and textures for gaming, VR and architectural visualisation.
  • Worked across 3ds Max, Maya, Blender, the Substance tools, V-Ray, Arnold and ZBrush.
  • Collaborated with teams to integrate assets into final deliverables.
May 2021 — Mar 2022Remote

Freelance 3D Artist

Independent

  • Created mid-poly models and textures for product advertising.
  • Applied PBR workflow principles and baking methods for high-detail results.
Feb 2020 — Mar 2021Raipur, Chhattisgarh, India

EDGE Trainer

Tata ClassEdge / The Radiant Way School

  • Maintained Linux-based Tata ClassEdge systems.
  • Assisted teachers with platform usage and technical guidance.
  • Ran regular teacher training sessions.

Capabilities

What I actually do

Listed at the depth I can defend in a portfolio review — nothing aspirational.

Environment art

  • Stylised & low-poly environmentsModular kits, blockout through final dressing
  • Hard-surface & prop modellingBlender, 3ds Max, Maya, ZBrush
  • PBR texturingSubstance 3D Painter, Photoshop
  • Trim sheets & channel-packed masks
  • Scene composition & visual storytelling
  • RenderingCycles, Marmoset Toolbag, V-Ray, Arnold

Unreal Engine 5

  • LightingLumen real-time GI and baked workflows
  • Materials & shadersLayered materials, ID masking, material instances
  • Real-time optimisationDraw-call reduction, virtual textures, texel-density discipline
  • GPU profiling & frame-budget analysisCsvProfiler pass breakdowns, controlled before/after benchmarking with drift control
  • Virtual Shadow Map & Lumen tuningShadow resolution bias, page budgets and Lumen quality knobs — measured, not guessed
  • Basic BlueprintsSimple interactions and art-pipeline tooling — not gameplay programming
  • Scene assembly & set dressing

Production & leadership

  • Leading 3D production workflows
  • Asset-quality review
  • Team coordination
  • Workflow alignment & output consistency
  • Production planning

AI-assisted prototyping

  • Interactive website & experience prototypes
  • UI/UX concepts and visual direction
  • Generated imagery & story structures
  • Reusable pipeline toolsSmall Python tools that remove repetitive steps
  • Implementation planning

Supporting tools

Godot (2D and 3D)Comfortable in the editor: scenes, nodes, the project structure and general engine concepts in both 2D and 3D. I do not write Godot scripting, and I make no claim to GDScript, C# or gameplay programming in Godot.

PythonSmall pipeline tools rather than software engineering — see the Blender add-on below. Not a claim to Unreal editor scripting yet.

Working knowledge rather than production depth — listed for accuracy, not as a headline skill.

Currently building

Nanite for environment authoringMoving my own kits onto it, beyond tuning its cost.

Unreal InsightsTimeline and trace analysis; my profiling so far has used CsvProfiler.

NiagaraReal-time VFX — no published work yet.

Python editor utilitiesExtending pipeline tooling from Blender into Unreal.

Not yet demonstrated on this site, so not claimed as a skill. Listed so the gap is visible rather than hidden.

About

Vishnu Vardhan Tekkem

I lead 3D environment production at Analyzer Tensor Technologies in Pune, where I moved with my department when it spun out of Analyzer CAE Solutions. Day to day that means owning scene lighting and optimisation, reviewing asset quality across the team, and keeping the workflow and output consistent as the project scales.

My hands-on work is stylised and low-poly environment art: modelling in Blender, PBR texturing in Substance 3D Painter, then assembly and lighting in Unreal Engine 5 with Lumen and baked workflows. The parts I enjoy most are the constraints — trim sheets, virtual textures, channel-packed masks and draw-call reduction — because that is where art direction and real-time budgets actually meet.

Alongside that I use AI tools to prototype interactive websites and digital experiences, work through UI/UX and visual directions, and build small reusable tools that take repetitive steps out of the art pipeline. I treat that as applied creative technology and execution planning rather than engineering: it is how I get a concept in front of people quickly.

Before Pune I made models and textures for gaming, VR and architectural visualisation at Aswaforce, worked freelance on product visualisation, and trained teachers on classroom technology at Tata ClassEdge. I trained in Game Art and Design Integration at MAAC Kolkata after a Bachelor of Computer Applications.

Contact

Let's talk about the work

Open to Unreal Engine environment art, technical art and real-time optimisation roles — on-site, hybrid or remote. Currently 3D Team Lead at Analyzer Tensor Technologies, Pune.

tvishnuvardhan.503@gmail.com