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About Me
I am a 3D hard surface modeler based in Inverness, FL experienced in Autodesk Maya, Blender, ZBrush, Photoshop, and Substance Painter. I use a sub division modeling workflow for creating my assets, starting with a blockout to get scale, then either subdividing on prefabs or drawing out the shape with vertices first. I also take my midpoly into either ZBrush or Blender for sculpting before retopologizing by decimation or hand, and Substance Painter is used for texturing before taking render shots in Unreal Engine 5. If you have any more questions about how my process, or business inquiries, you can find my contact information below.
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ArtStation (Coming Soon...)
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