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KazukiSakamoto a.k.a Mask
DigitalArtWorks
3D computer graphics
Illust-design and image processing
Texture and Photography
This portfolio is about...
3DCGmodeling
R&D,Tools
Photography
SocialActivity
status・Profile
2DCGILLUSTRATION
Agenda Skill List
Workflow / DCCTools
CONCEPT,Design
highpolyoperation
Lowpolyoperation
Texture, 3Dpaint
gameEngine
LookDev,Setup
Photoshop , Clip Studio , Sai
ZBrush , CLO/Marvelous , R.C
Blender
3D-Coat , Substance , Knald
Toolbag , glTF , VRM
Unity , Unreal Engine
Articles
Tutorial-Article
GameModeling and PBR Paint Articles
for the Japanese 3D magazine.
Marmoset Toolbag
Published by BoneDigital
Given FriendArt
  From SasakiSaki
Published by bonedigital
© kazuki Sakamoto 2016
GAME CG MAKING
Unreal Engine
Contributed many tutorials to CGWORLD,
over 60 pages.
The main topics are modeling and setting
up data for Unity and Unreal Engine.
GAME MODEL , WebGL
Unity
UnrealEngine
R&D ORIGINAL APP
A terrain generation tool developed by UBI Software.
My coverage of it in CGWORLD and on my blog made it popular, and I
received an award.
Using this experience, I have gathered my team and am developing an
engine for terrain generation.
UBI Software Instat terra Reviewer
More fun game development. The
latest network technology can be edited
at the same time.
Kirin Engine is a creative tool that
allows you to enjoy game development
with your friends as if you were playing
a game.
Surprisingly, This project can be taken
over by Unity as a Unity project.
Original App
VR-Avatar
Multi Platform Aater
VRChat Ready
VR-Act myself
Making and playing in Youtube .
© kazuki Sakamoto 2020
VR-AVATAR MAKING
Dolleye-Gen
I have started a project for a brand new
3D avatar, MSK-Dolls.
I am planning to sell 3D avatars that can
be customized in various ways, just like
dolls in the real world.
The doll eye generator is an eye texture
generator for character generation.
In addition to this, there are various other
in-house tools for MSK-Dolls.
Pro Account Given
Staff Pick Given
Sketchfab
PBR Textures
WebGL
Completed PBR workflow.
© kazuki Sakamoto 2016
CHARACTER MODELING
SPEED SCULPT
ZBrush Time Attack !
It’s training to decide time limit, and sculpt quickly.
In the training, It’s important watching reference carefully.
These Hypolygon Sculpt model needed the Re Topology.
If you want to use Sculpt model moving,
Have to change to more beautiful low polygon model.
Speed Workflow
Many senior artist say Polygon Modering is the most fastest way.
Although, They are ancient person.
We young artists start Sculpt Modeling at first.
After making High Polygon Model, we reconstruct Polygon.
It is The most newest workflow.
© kazuki Sakamoto 2014
GAME MODELING
GAME MODELING
All my work is done with ZBrush for
sculpting, 3DCoat for 3D painting,
Blender for setup, Sketchfab for LookDev.
Unity, and UnrealEngine as the end goal.
Polygon modeling
3D SCANNING
AAA Quality Scanning technique.
Comparison and verification of more than 20 scanners.
Carefully selected and perfected post-processing.
The modeling technique of converting clay models to 3D data is a traditional
Hollywood style.
PHOTOGRAMMETORY
Make a point cloud from many photos
and sensors.
Paste the mesh and rebuild the optimal
topology for WebGL.
© kazuki Sakamoto 2016
Post-Prosess
Image Processing Tools
Clip Studio Paint
Paint Tool Sai
Photoshop
Do-jin Works
Tools
SketchBook
When I was a student, the secondary
activities of the Touhou Project
became popular, and I started drawing
pictures too.
Without this movement, I don't think I
would have made the choice to make
CG my profession.
I came to Tokyo with the goal of
becoming a CG illustrator and actually
got some work.
However, I am now mainly working in
3DCG.
Illustration
Concept Art
GAME DESIGN
I love roll-scrolling games, and I drew concept art for a 2D scrolling game.
Enemy design, character design, and game screen design.
The story of Red Riding Hood is CONCEPT. The main character is a man who
has been turned into a wolf by a curse and sends a girl who has lost her
kioku to a human village.
Drawing
Boston in 2016 in long art trip.
SketchBook
MOUNTAINS
Photograpy
Photography is my another professional job.
I have traveled all over the world to unusual terrains
and have captured many different worlds on film.
This is a skill that is so closely related to computer
graphics that it cannot be separated from stamps.
DESSERT PANORAMA
PLAINS PANORAMA
RUINS PANORAMA
UNDER WORLD
Photograpy
Sony α7rⅱ, Sony α65
Richo Theta
Blog PV Over 300000
Twitter subscribe Over 6500
Youtube subscribe Over 500
OWNED MEDIA , SNS
Social Activity
EDUCATION
Ivents , Art School Online School
I have over 5 years of teaching experience.
I specialize in the flow of modeling in ZBrush
and setting up in game engines.
History
I lost everything in the Great East Japan
Earthquake and retired from the army.
Having lost so much, I wanted to create
something, so I went to Tama Art University
to study design.
In my twenties, the most important thing for
me was to travel long distances to acquire
the scale of the world and gain new insights.
I strongly felt that in order to create the
world with CG, I needed to know the world
at large.
First, I crossed the American continent on a
motorcycle alone.
Next, I lived and worked in the US, the
Philippines, and Canada.
I also thought it was important to know the
best, so I visited and discussed with many
CG studios and top universities.
I was granted a patent on AI and 3DCG
under the capital of Square Enix.
BIO-PROFILE
Thanks for watching.

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202105_portfolio_kazukisakamoto

  • 2. 3D computer graphics Illust-design and image processing Texture and Photography This portfolio is about...
  • 3. 3DCGmodeling R&D,Tools Photography SocialActivity status・Profile 2DCGILLUSTRATION Agenda Skill List Workflow / DCCTools CONCEPT,Design highpolyoperation Lowpolyoperation Texture, 3Dpaint gameEngine LookDev,Setup Photoshop , Clip Studio , Sai ZBrush , CLO/Marvelous , R.C Blender 3D-Coat , Substance , Knald Toolbag , glTF , VRM Unity , Unreal Engine
  • 4. Articles Tutorial-Article GameModeling and PBR Paint Articles for the Japanese 3D magazine. Marmoset Toolbag Published by BoneDigital Given FriendArt   From SasakiSaki
  • 5. Published by bonedigital © kazuki Sakamoto 2016 GAME CG MAKING Unreal Engine Contributed many tutorials to CGWORLD, over 60 pages. The main topics are modeling and setting up data for Unity and Unreal Engine.
  • 6. GAME MODEL , WebGL
  • 7. Unity UnrealEngine R&D ORIGINAL APP A terrain generation tool developed by UBI Software. My coverage of it in CGWORLD and on my blog made it popular, and I received an award. Using this experience, I have gathered my team and am developing an engine for terrain generation. UBI Software Instat terra Reviewer More fun game development. The latest network technology can be edited at the same time. Kirin Engine is a creative tool that allows you to enjoy game development with your friends as if you were playing a game. Surprisingly, This project can be taken over by Unity as a Unity project. Original App
  • 8. VR-Avatar Multi Platform Aater VRChat Ready VR-Act myself Making and playing in Youtube . © kazuki Sakamoto 2020 VR-AVATAR MAKING
  • 9. Dolleye-Gen I have started a project for a brand new 3D avatar, MSK-Dolls. I am planning to sell 3D avatars that can be customized in various ways, just like dolls in the real world. The doll eye generator is an eye texture generator for character generation. In addition to this, there are various other in-house tools for MSK-Dolls.
  • 10. Pro Account Given Staff Pick Given Sketchfab PBR Textures WebGL Completed PBR workflow. © kazuki Sakamoto 2016 CHARACTER MODELING
  • 11. SPEED SCULPT ZBrush Time Attack ! It’s training to decide time limit, and sculpt quickly. In the training, It’s important watching reference carefully. These Hypolygon Sculpt model needed the Re Topology. If you want to use Sculpt model moving, Have to change to more beautiful low polygon model. Speed Workflow Many senior artist say Polygon Modering is the most fastest way. Although, They are ancient person. We young artists start Sculpt Modeling at first. After making High Polygon Model, we reconstruct Polygon. It is The most newest workflow. © kazuki Sakamoto 2014
  • 13. GAME MODELING All my work is done with ZBrush for sculpting, 3DCoat for 3D painting, Blender for setup, Sketchfab for LookDev. Unity, and UnrealEngine as the end goal. Polygon modeling
  • 14. 3D SCANNING AAA Quality Scanning technique. Comparison and verification of more than 20 scanners. Carefully selected and perfected post-processing. The modeling technique of converting clay models to 3D data is a traditional Hollywood style.
  • 15. PHOTOGRAMMETORY Make a point cloud from many photos and sensors. Paste the mesh and rebuild the optimal topology for WebGL. © kazuki Sakamoto 2016 Post-Prosess
  • 16. Image Processing Tools Clip Studio Paint Paint Tool Sai Photoshop Do-jin Works Tools
  • 17. SketchBook When I was a student, the secondary activities of the Touhou Project became popular, and I started drawing pictures too. Without this movement, I don't think I would have made the choice to make CG my profession. I came to Tokyo with the goal of becoming a CG illustrator and actually got some work. However, I am now mainly working in 3DCG. Illustration
  • 18. Concept Art GAME DESIGN I love roll-scrolling games, and I drew concept art for a 2D scrolling game. Enemy design, character design, and game screen design. The story of Red Riding Hood is CONCEPT. The main character is a man who has been turned into a wolf by a curse and sends a girl who has lost her kioku to a human village.
  • 19. Drawing Boston in 2016 in long art trip. SketchBook
  • 20. MOUNTAINS Photograpy Photography is my another professional job. I have traveled all over the world to unusual terrains and have captured many different worlds on film. This is a skill that is so closely related to computer graphics that it cannot be separated from stamps.
  • 24. UNDER WORLD Photograpy Sony α7rⅱ, Sony α65 Richo Theta
  • 25. Blog PV Over 300000 Twitter subscribe Over 6500 Youtube subscribe Over 500 OWNED MEDIA , SNS Social Activity
  • 26. EDUCATION Ivents , Art School Online School I have over 5 years of teaching experience. I specialize in the flow of modeling in ZBrush and setting up in game engines.
  • 27. History I lost everything in the Great East Japan Earthquake and retired from the army. Having lost so much, I wanted to create something, so I went to Tama Art University to study design. In my twenties, the most important thing for me was to travel long distances to acquire the scale of the world and gain new insights. I strongly felt that in order to create the world with CG, I needed to know the world at large. First, I crossed the American continent on a motorcycle alone. Next, I lived and worked in the US, the Philippines, and Canada. I also thought it was important to know the best, so I visited and discussed with many CG studios and top universities. I was granted a patent on AI and 3DCG under the capital of Square Enix. BIO-PROFILE