![](http://adrian-rees.de/wp-content/uploads/2017/01/musket_render_02-1020x514.jpg)
Naturally, I am doing a lot of 3D work during the game development phase – this includes Modeling, UV-Mapping and Texturing as well as importing the assets into the engine and preparing them for in game use. For my modeling I use Autodesk Maya, for rendering Ambient Occlusion and Normal Maps I use xNormal and for Texturing I use, of course, Photoshop for tradtitional texturing techniques and Quixel Suite, namely NDO for Normal painting and DDO for PBR-Texturing.
![](http://adrian-rees.de/wp-content/uploads/2017/01/bio_chest_wireframe-1020x627.jpg)
![ship_05_01](http://adrian-rees.de/wp-content/uploads/2016/09/ship_05_01-1020x700.jpg)