3D Generalist | Environment & Vehicle Artist / Modeler

3D Generalist for Games & Film

I’m a 3D artist with a strong technical and construction-focused mindset, experienced in cinematic and real-time workflows across vehicles, props and environments.

Portfolio currently evolving toward game development and real-time pipelines.

Work in Progress

My most recent project in active production. Vehicles, props, environments, and experimental assets.

View WIP Project

Selected Case Studies

Demo Reel

Short reel presenting selected cinematic shots, assets and real-time work. Click to play – no autoplay.

Military Vehicle B-O-A-R preview

Workflow & Pipeline

Reference & Analysis
Blockout & Construction Logic
High / Low Poly Modeling
UVs & Texel Density
Texturing & Materials
Realtime / Cinematic Setup

Tools

Blender
Maya
3ds Max
Geometry Nodes
Ucupaint (+procedurals) / Substance 3D Painter ( learning )
Unreal Engine (learning)
TyFlow / Mantaflow
Python for Blender (learning)

About

I’m a 3D Generalist and Hard-Surface Artist with over 20 years of experience in 3D graphics, spatial design, and technical production. I specialize in realistic vehicles, environments, and complex assets where visual quality must meet structural logic and performance constraints.

My background spans exhibition stand design, furniture construction, and high-end architectural visualization, which shaped a practical, engineering-aware approach to modeling and asset creation. I focus on clean topology, optimization, and production-ready workflows.

I see 3D software as a set of tools, not limitations. I choose workflows based on what best serves the project, and I’m always open to learning new techniques if they lead to better visual or technical results.

Portfolio is continuously updated as new projects are completed.