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About

Half artist,half pipeline.

I started in game programming — learning C++ and C# — then moved into 3D and found my spot right where the two meet: environments for film and the tools that keep that work moving.

In production I handle modeling, environment creation, set dressing, layout and lighting — the parts of a shot that decide whether it reads. In Unreal I take environments from greybox to lit, optimised and dressed.

My add-ons come out of that work, not out of a roadmap. Texture Pipeline Studio exists because PBR libraries across four resolutions were being managed by hand. LinkFlow exists because nobody could answer "what is this scene even linked to?".

If a task has annoyed me three times, it becomes a script. If it annoys the whole team, it becomes an add-on.

Portrait of Gihan Nirmal Maddumage

Currently

Environment Artist · Technical Artist · Tool Developer — open to remote collaboration and add-on support.

Capabilities

What I actually do.

Environment art

01
  • Composition & layout
  • Lighting & mood
  • Set dressing
  • Storytelling through props
  • Modular level construction

Production art

02
  • UV & texel density
  • PBR material authoring
  • Texture atlases & sheets
  • LOD creation & budgeting
  • Unreal implementation

Technical

03
  • Python / Blender API
  • Geometry nodes
  • Pipeline tooling
  • Colour management (ACES)
  • Asset & library management
  • Blender
  • Unreal Engine 5
  • Substance 3D Paint
  • RizomUV
  • Maya

Experience

The path
so far.

  1. Present

    Independent Blender Tool Developer

    Building Blender add-ons for real pipelines. Creator of Texture Pipeline Studio and LinkFlow, both published on Blender Extensions.

  2. 2025 — Present

    3D Generalist — Feature Film Production

    Modeling, environment creation, set dressing and layout in Blender for feature film projects.

  3. 2024 — 2025

    3D Artist — Feature Film Production

    Environments, lighting, rendering, groom binding and Alembic workflows with Unreal Engine.

  4. 2023 — 2024

    Game Programming

    Started in game programming — C++ and C# — which still informs how I structure art-side tools.

Credits

Productions.

All credits →
  • The Secret of the Moonstone cover

    Animated Feature Film · In Production

    The Secret of the Moonstone

    Lighting & Set Dressing Artist