About me

About me

I'm a 3D artist specialised in creating natural and artificial environments with a focus on photorealism and procedural efficiency.


I’m highly proficient in Houdini, 3ds Max, Maya, Unreal Engine, and Substance, using procedural workflows to create complex, high-quality environments efficiently.


My background as a generalist gives me a broad skill set across modelling, texturing, shading, and lighting.


While my focus is on the artistic side — capturing realism and detail — I also have a strong technical foundation, using VEX and C# to automate and refine processes.


My experience spans across automotive and visualisation, balancing creativity with technical problem-solving to deliver visually stunning results.

Giuseppe Milana profile picture environment artist

Technical Skills

Unreal, Unity, Houdini, 3ds Max, Maya, ZBrush, Marvelous Designer, Substance Designer, V-Ray, Corona, Adobe Creative Suite

High and Low Poly Modeling, Organic and Hard Surface, Retopology, UV Mapping, Rigging, Skinning, Animation, Texturing, Lighting, Rendering, Compositing, Matchmoving, Game Develop, PDF-3D, C#

Work experience

3D Artist & Houdini Generalist - Freelance

March 2025 - present, Italy

Environment Artist / Technical Artist / Houdini Artist - Digital Giants

February 2021 - March 2025, London, uk

Procedural Environment Creation in Houdini:
• Built HDAs for procedural generation of urban and natural environments;
• Used scattering and instancing for large-scale setups and ported assets to Unreal.

Full-Scale Environment Creation:
• Modelled terrain, vegetation, architecture, and created complex textures;
• Handled lighting, post-processing, and atmosphere;
• Used Houdini PDG for procedural mesh and scattering generation.

Vegetation and Foliage Creation:
• Created custom vegetation with SpeedTree
• Optimised tree and foliage LODs, and managed foliage systems using Unreal’s tools.

Texture Creation:
• Created custom textures and multi-layered materials with Substance Painter/Designer, focusing on tileable textures and complex surfaces.

Porting and Optimising 3D Scenes:
• Ported and optimised 3D scenes from 3ds Max and Maya to Unreal.
• Ensuring visual fidelity, geometry optimisation, and proper UVs.
• Used Nuke for texture projection and texture atlases;
• Converted textures for Unreal’s material system, fixing mesh issues and normals.

Asset Baking and Conversion:
• Converted high-poly to low-poly meshes.
• Texture baking using Substance Painter and Marmoset.

Blueprint and Asset Interactivity:
• Developed Blueprints for asset behaviour and interactivity.

Real-Time Optimisation:
• Optimised textures and managed material instances and texture atlases to reduce draw calls.
• Managed LODs, Nanite, Virtual Textures, and Distance-Based Tiling for performance.
• Utilised Unreal’s foliage and landscape tools.

3D Artist - Purcell Architecture

October 2018 - February 2021, London, uk

Lead Architectural Visualisation Production
• Managed the Visualisation Process for architectural projects, with a strong focus on historical buildings, interior design, and public spaces.
• Oversaw the production of high-quality visualisations, ensuring each project met strict deadlines and maintained a strong connection to the architectural language of historic structures.
• Collaborated closely with teams to deliver renders that not only respected the heritage of buildings but also incorporated modern design elements.
• Ensured quality control throughout every process, maintaining high standards for every project.

3D Modelling, Texturing, and Rendering for Heritage Architecture and Custom Furniture
Modelled and textured bespoke architectural elements to align with the historical and heritage design language of the buildings, ensuring each visualisation was accurate and site-specific.

Designed and modelled custom furniture that integrated seamlessly with the overall architectural vision, respecting both the historical context and modern needs.

Used procedural texturing techniques (e.g., in Substance Designer) to create unique, high-quality textures tailored to the specific materials and finishes of the project, which were not available as pre-made assets.

Collaborated with the team to ensure all elements, from architectural details to furniture, met the project’s historical accuracy and design integrity, creating a cohesive and functional visual experience.

Camera & Lighting Setup for Animations
Managed the setup of cameras and lighting for both interior and exterior architectural animations and visualisations to showcase designs in the best possible way.

Real-Time and Interactive Visualisation
Produced real-time and interactive visualisations using Unity3D, offering immersive experiences for clients and end-users.

3D Generalist - Burberry

September 2018, London, UK

Winter Window Design
Contributed to creating photorealistic 3D visualisations of winter window designs for client preview. My responsibilities included:

3D Modeling:
Developing detailed 3D models of window frames and elements.

Texturing:
Applying realistic textures to the models to enhance visual fidelity.

Lighting:
Setting up appropriate lighting to showcase the designs effectively.

The rendered visuals served as a crucial preview for the client to assess the aesthetic and design before potential real-world construction. This project provided valuable experience in translating design concepts into high-quality visual representations for client review.

CG Artist - Assembly Studios

November 2017 - July 2018, London, uk

Specialized in Interior and Exterior Architectural Visualisation
Created high-quality visual representations of architectural designs, both interior and exterior, ensuring attention to detail and realism.

Furniture Modelling for Interior Design Schemes
Expert in modelling custom furniture pieces, contributing to the overall aesthetic of interior spaces.

Vegetation Scattering using Forest Pack
Utilised Forest Pack to scatter vegetation, enhancing the natural look of outdoor scenes with efficient performance.

Parametric Modeling with Railclone
Applied Railclone for flexible, parametric modeling, allowing for complex, dynamic structures with ease.

Crowd Animation with Anima
Enhanced visualizations with animated crowds, leveraging Anima for realistic movement and interaction in architectural environments.

360 Image Rendering
Produced high-quality 360-degree images, perfect for immersive virtual tours and presentations.

Post-Production with Photoshop
Refined raw renders into polished final images using Photoshop, adjusting colors, details, and textures for optimal visual impact.

Visualiser - Echo Architecture

October 2016 - October 2017, London, uk

Lead Architectural Visualisation Production
Managed the Visualisation Process for architectural projects, with a strong focus on historical buildings, interior design, and public spaces.
Oversaw the production of high-quality visualisations, ensuring each project met strict deadlines and maintained a strong connection to the architectural language of historic structures.
Collaborated closely with teams to deliver renders that not only respected the heritage of buildings but also incorporated modern design elements.
Ensured meticulous quality control throughout every stage of the process, maintaining high standards for every project.

3D Modelling, Texturing, Lighting, and Rendering
Responsible for modelling, texturing, lighting, and rendering 3D architectural scenes, ensuring detailed and realistic representations. Modelled furniture for interior design schemes.

Camera and Lighting Setup for Animations
Set up cameras and lighting for both interior and exterior architectural animations and visualisations. Led 3D art direction on stills and animation projects, ensuring consistency with visual quality and project goals.

Team Collaboration and Quality Control
Worked with a team of 3D artists to maintain high standards throughout each project. Proactively identified and resolved render errors, ensuring high-quality deliverables.

Post-Production and Final Render
Refined raw renders using Photoshop and After Effects to produce polished, realistic visualisations. Worked on real-time and interactive visualisations with Unity3D to enhance user engagement.

3D Artist - Fox Créateur

March 2016 - October 2016, London, uk

Played a key role in a range of multimedia projects and motion graphics, specialising in 3D animation and character modelling using Maya. Responsibilities included designing characters from the ground up, followed by the creation of complex rigs, skinning using joints, and meticulous weight painting to achieve precise control over geometry. integrate motion capture (mocap) data to drive character animation, refining and optimising the animation with keyframe adjustments to ensure fluid and realistic movement.

In addition to character animation, I worked on a variety of motion graphics projects, setting up lighting and rendering final shots using Maya and V-Ray to achieve high-quality visual outputs.

3D Generalist & Visualiser - Publiglobe

March 2003 - March 2016 , Reggio Calabria, Italy

Led the CGI department, managing the production of high-quality still images, animations, real-time content, augmented reality (AR), and interactive visualizations using Unity3D. Collaborated closely with architects, interior designers, and graphic designers to deliver visually compelling projects aligned with creative direction and client expectations.

Modeled and textured furniture for interior design schemes, setting up studio lighting techniques to render product and packaging prototypes. Produced both still and animated renders of concepts and prototypes to support the design team’s creative process.

Supported the design team by creating detailed 3D renderings of objects and props not available in production. Developed 3D animated PDF instructions for the prototype department to clarify and guide the realization of complex objects.

Designed and rendered 3D exhibition stands for major international brands, including the Italian Space Agency (ASI) at Expo Milan, Bologna, Naples, and Glasgow (winner of the Expo 2008 International Prize). Delivered high-profile projects for Castrol, Vanity Fair, Salvatore Ferragamo, and multiple Soft Corners for DIESEL across Italy, including Milan, Monza, Palermo, Brescia, Catania, Rome, and Bologna. Successfully produced exhibition stands for SOGECOS and COSMOPROF (the global makeup industry event) in Bologna for four consecutive years.

3D Artist - Freelance

March 2001 - March 2003, Italy

Completed an apprenticeship at GS Channel Television, focusing on video editing for newscasts, archiving techniques for video editors, and producing commercial screens using After Effects (AE).

Created the opening theme for WWW.CYBERLUDUS.COM, developing an animated Rubik’s cube with video game visuals on each face. Responsibilities included modeling, detailing, rigging, and developing scripts to make the cube functional. Also handled UV mapping, texturing, animation, and lighting in Maya.

At Teatro Catona, I was responsible for the production of a puppet animation, including modeling the character from scratch and preparing it for animation. Tasks included rigging and skinning using joints, weight painting, and simulating cloth with soft body physics. I animated the character manually using keyframes, while also animating the letters and wire elements with rigid body and physics simulations.

Additionally, I handled facial animation using blend shapes and created a control rig for each facial expression. I managed the lighting and rendering process in Maya with Mental Ray and performed compositing in Photoshop to finalize the shots.Completed an apprenticeship at GS Channel Television, focusing on video editing for newscasts, archiving techniques for video editors, and producing commercial screens using After Effects (AE). Created the opening theme for WWW.CYBERLUDUS.COM, developing an animated Rubik’s cube with video game visuals on each face. Responsibilities included modeling, detailing, rigging, and developing scripts to make the cube functional. Also handled UV mapping, texturing, animation, and lighting in Maya. At Teatro Catona, I was responsible for the production of a puppet animation, including modeling the character from scratch and preparing it for animation. Tasks included rigging and skinning using joints, weight painting, and simulating cloth with soft body physics. I animated the character manually using keyframes, while also animating the letters and wire elements with rigid body and physics simulations. Additionally, I handled facial animation using blend shapes and created a control rig for each facial expression. I managed the lighting and rendering process in Maya with Mental Ray and performed compositing in Photoshop to finalize the shots.