3D Generalist Production
Modeling, sculpting, retopology, UV mapping, texture baking, PBR texturing, shading, material creation, props, backgrounds, character presentation and final asset polish.
Haiu Nicolae
Real-time characters built from art to performance.
200+ expression and special-action blends for real-time face tracking in Animaze.
Profile
I'm a Bucharest-based 3D artist with a background in fine art. I build characters that hold up in live use, with attention to facial readability, deformation and performance.
I worked on Animaze at Holotech Studios and later contributed to Animaze projects through VertexFam Studio. My work includes facial animation, modular customization and diagnosing rigging, tracking and performance issues with artists and engineers.
Skills
Modeling, sculpting, retopology, UV mapping, texture baking, PBR texturing, shading, material creation, props, backgrounds, character presentation and final asset polish.
Animaze avatar production, ARKit and Animaze animation standards, expression blends, real-time readability, customization systems, physics integration feedback and platform-specific optimization.
Debugging, QA, animation testing, hand-tracking pipeline work, shader-based avatar behavior, custom tool thinking, documentation and collaboration with engineers.
Practical AI-assisted production beyond image generation: prompt systems, reference analysis, visual direction, ideation, cleanup planning, automation support, text/code helpers, asset review, documentation drafts and faster iteration loops for 3D, design, technical problem solving and presentation.
Graphic design, DTP, campaign assets, posters, banners, social visuals, branding, video/promo graphics and consistent identity systems for product launches.
Strong task understanding, fast technical diagnosis, clear feedback, process cleanup, artist support and custom workflow improvements that help teams move faster.
I use AI to build and refine small tools for my 3D workflow. I define what each tool needs to do, test it on real assets, and refine it until it saves time in production.
Experience
VertexFam Studio
After Holotech, I broadened my role at VertexFam Studio to cover client projects from brief to delivery. As part of the studio team, I produce real-time characters, avatars, props and environment assets, including work for Animaze.
Holotech Studios, Inc. / Animaze - Bucharest
Created high-quality real-time assets including avatars, props and backgrounds, covering the full art pipeline: modeling, UVs, texturing, shading, materials, rigging support, skinning support, animations, physics, VFX-related asset work, optimization, problem solving and QA.
4ACEPR - Bucharest / Ploiesti
Developed creative concepts, branding directions and visual strategies for clients across security, IT, administration and event communication. Produced print and digital materials including advertisements, brochures, leaflets, posters, catalogs, invitations, banners and newsletters.
Marketing Matters SRL / Exclusive for Lenovo Romania - Bucharest
Created print, digital, branding and promotional assets for Lenovo Romania-related campaigns, including brochures, posters, catalogs, newsletters, in-store promotion, stands, product displays, packaging-related visuals, outdoor campaigns and TV spot support.
Armonita Foundation - Bucharest
Designed print and digital communication materials including advertisements, brochures, leaflets, posters, catalogs, invitations, static/dynamic banners and newsletters.
Work
Explore commercial character work, Animaze avatars and production case studies at VertexFam.
Fine art foundation
My professional 3D work is grounded in a fine-art background. I studied Graphic Arts at UNARTE in Bucharest and have exhibited fine-art work internationally, including selections connected to London Biennale, Chianciano Biennale, Spoleto International Festival of Art, Russian Design Week, Luxembourg Art Prize and Romanian graphics exhibitions.
That background matters in production. It improves how I read silhouette, gesture, form, composition, material, color, character appeal and visual storytelling before a model ever reaches a technical checklist.