Sebastian Lüdke

Senior 3D Artist& Creative Consultant

17+ years in film, games, advertising and VR. I take environments and assets from the first concept to the final look, stylized or realistic.

  • Environments & Asset Supervision
  • Modeling & Sculpting
  • Texturing, Shading & Look Development
  • Concept Art & Visual Development
  • Pipeline Tools

Maya · ZBrush · Substance Painter · Unreal Engine · Arnold

Lüneburg, Lower Saxony, Germany · Remote

17+Years in production
20Film credits shown

IMDb ↗LinkedIn ↗

Featured works

About me

I am a 3D generalist with 17+ years in film, games and advertising. I also teach as a freelance lecturer.

I have supervised artists and advised productions on look and pipeline decisions. I am comfortable as a generalist on a small project and inside a larger crew.

Stylized or realistic. When a production needs a tool that doesn't exist, I build it.

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Software

3D & Texturing

MayaZBrushSubstance PainterSubstance DesignerUnreal Engine 4 & 5Arnold

2D & Compositing

PhotoshopAffinity PhotoAffinity DesignerNukeNatron

Production

Flow (ShotGrid)PureRefOwn Maya tools

AI

SwarmUIComfyUI (local)Midjourney

What I can do for your production

01

Environments & Assets

Sets, props and full environments for film and games, from blockout to final dressing. Built to spec for your renderer or engine and optimized so heavy scenes stay workable.

02

3D Modeling & Sculpting

High-poly sculpts and clean low-poly meshes, hard surface and organic. Solid topology, proper UVs, ready for baking, rigging or rendering.

03

Texturing, Shading & Look Development

PBR texturing in Substance Painter, shading and lookdev in Maya, Arnold or Unreal. The step where an asset stops looking like a model and starts looking like the final thing, stylized or realistic.

04

Concept Art & Visual Development

Ideas turned into images your team can build from: mood, key shapes, color, variations. From loose exploration to clean presentation sheets for pitches and approvals.

05

AI Workflows for Concepting & Asset Production

AI where it actually saves time: concept variations, references, texture and sprite generation. You get the speed without the AI look.

06

Custom Tools & Scripts

That repetitive task your team hates? I build small standalone tools and scripts for Maya, Substance and Unreal that save your team that time. No full pipeline rebuilds, just helpers that pay for themselves fast.

All projects

Frequently asked questions

How do you handle tight deadlines?

Milestones, and I flag problems early instead of hoping they go away. After 17 years you know pretty well what fits into a week and what doesn't.

How do you use AI?

For concepts, variations and the boring repetitive steps. The first sketch and the final asset are always made by hand.

What makes a collaboration work?

A clear brief, honest feedback in both directions, and no surprises at the end.

My idea is still rough. Is that a problem?

That's the normal starting point. A few quick concept rounds and we find out what you actually want.

How do you get past a creative block on a project?

Fresh references, a couple of throwaway variations, and some distance from the screen. The fix usually shows up on the walk, not in the file.

How does remote work with you?

Short feedback loops and clean deliveries. I have been doing remote productions for years. It is not an experiment.