About
I'm a 3D environment and prop artist specializing in the development of real-time interactive software and games. My job in the pipeline includes high poly sculpting, low poly modelling, map baking, texturing, and importing assets into real-time engines using traditional and Physically Based Rendering pipelines. I am proficient with Maya, ZBrush, Photoshop, Substance, Quixel and Unreal Engine 5. I have a background in graphic design as well as programming which gives me a well-rounded perspective of the entire workflow pipeline.
What I do
Environment
Modular Design
Optimization
Material System
Vertex Painting
Lighting
Rendering
Prop Creation
High-Poly sculpting
High-low Poly modelling
PBR Texturing