Suleyman Ozturk
Portfolio

Gönülden dile yol olduğu gibi, dilden de gönüle yol vardır.

“As there is a path from heart to the tongue, there is also a path from tongue to the heart.” — Rumi

About Me

Let's get introduced.

Experience

My professional history.

Art Portfolio

Take a look at what I've done so far.

NamePronouns
Suleyman OzturkHe/Him

Hi there, I'm Suleyman Ozturk, but I prefer to go by "Sulley" (yes, just like the guy from Monsters Inc.).I'm a 3D artist with over 5 years of experience, primarily focused on character and asset design for games and animation. I have a BA Hons in 3D Animation & Game Design, where I learned the ins and outs of character design, rigging, and animation.Most of my work is geared toward creating stylized designs that help bring ideas to life. I've collaborated with small teams on fun, imaginative projects, and I'm always excited to work solo or alongside others.My skills include:
Maya, Zbrush, Blender, Substance Painter, 3D Coat, Cinema 4D, Photoshop Unreal Engine and Shogun Live/Post.
Get in contact and let's make something cool!

Capital City Colleges — Mosaic

  • Tutored Level 3 ‘Nextgen’ and ‘University of Arts London’ courses.

My teaching included hands-on sessions with industry-standard tools like Maya, ZBrush, Blender, Substance Painter, Unreal Engine and Shogun. I also collaborated with leading companies to bring motion capture and virtual production into the curriculum. Throughout my teaching, I aimed to create a supportive, creative environment that encouraged collaboration and critical thinking.

Mosaic

My experiences and work produced at Mosaic - Soho.

Imakr

  • Went through an Internship at Imakr studio, learning valuable skills and workflows for 3D printing

I supported scanning and photogrammetry workflows to create detailed, client-specific miniatures. I worked on refining photogrammetry data and 3D sculpts in ZBrush to capture accurate likenesses of our clients. I managed my projects independently, balancing deadlines with quality results. I was responsible for maintaining and managing 3D printing and scanning equipment.

Paranormal Penny

  • Worked on various characters and assets in the "Paranormal Penny" project

I created stylized, game-ready 3D assets and characters for the project, using efficient modeling and retopology techniques to ensure optimized performance in Unreal Engine. I also handled rigging for some of the characters to be used for animation and producing content in promotional materials and marketing.

Portfolio

See more of my freelance & personal work.

Paranormal Penny — Laxdev

Design
The 2D design was provided by the concept artist in the project. The Idea was to go for something with an 80's/Retro feel.
Modelling Process
The model was made with optimization as a priority, whilst still keeping the style and design decisions that we were going for. We explored several iterations for the hair and clothing to get a good balance between quality and performance, testing how much detail we could get away with while keeping the asset game-ready.

La Creatura — ForestTheRotten

Design
The art used as reference for this project is by ForestTheRotten.
The concept has two colour variations; I honestly couldn’t decide which one I liked more, so I ended up creating both!Modelling Process
This project really made me appreciate the fun you can have with hand-painting. There were a lot of bumps during the process, but I came to learn a lot about just how far textures can get you, and I hope to see what more I can do as I continue to learn new techniques.

Baphomet - HyoUn Moon

Design — The art used as reference for this project is by HyoUn Moon.What really caught my eye about this piece were the shapes involved, the silhoette of the pose along with the horns and scythe looked especially fun to try and replicate in 3D.Modelling Process — Making this design in 3D gave me the opportunity to try out a couple methods for making hair for characters. Initially I had tried out hair tubes, then hair cards but eventually I landed on Xgen in Maya to create the hair. To go along with the hair I also used scans to use for texturing the skin. This was a great learning experience and helped open me up to different workflows.

Timid - Qifeng Lin

Design
The art used as reference for this project is by Qifeng Lin.
The thing that stuck out to me with this design was the half mask that the character is wearing, along with the rest of the masks that the character has around them all with different expressions.Modelling Process
The process for this model was a very fun on, I learnt a lot during this project, as it gave me the oppertunity at some artistic liberties to fill in the blanks for the back side of the concept. After some experimentation, I decided to make it so that all the faces she's wearing are a different emotion, and I think it turned out quite well.

Baphomet - HyoUn Moon

Design — The art used as reference for this project is by Josh Corpuz.When I first saw this concept, I really loved the silhouette — it was clean, simple, and had a lot of personality. It looked like a fun design to bring to 3D.Modelling Process
I had the privilege of being mentored by Frederic Arsenault, which gave me the opportunity to learn directly from his expertise and experience. Working with Fred laid the foundation for my understanding the workflows in stylized 3D character art.