// 3D artist & CG generalist

Renders with weight and light

A portfolio of character renders, environments, and product visualization — plus personal experiments and motion studies. Photoreal and stylized CG for people who build worlds. Currently open for new commissions.

A 3D artist's workstation with a viewport render on screen

Portfolio

Selected work

A rotating selection of recent renders spanning hero characters, atmospheric environments, photoreal product shots, and looping motion studies. Tap any image to read the story behind it — the pipeline, the render engine, and how it came together.

How it works

Working together is simple

From first brief to final frames, here's what a typical commission looks like. Every project is a little different, but the rhythm stays the same — clear steps, honest updates, and no surprises along the way.

01

Say hello

Send a short brief through the commission form — the subject, the deliverable, the resolution and format, and any references you love. I'll reply within a few days with availability and a quote based on scope and usage.

02

Blockout & refine

Once a deposit is in, I share a greyscale blockout and lighting test so we can settle on composition and mood early. We lock a direction, then I refine across two rounds of feedback before the final render pass.

03

Final render

You receive high-resolution stills and, where relevant, render passes or a short animation — plus the usage rights suited to your project. Rush timelines can be arranged when a deadline is tight.

About the studio

A one-person studio chasing good light

I make photoreal and stylized 3D for games, brands, and film — from a single hero character to a full environment. Clean topology, believable materials, and lighting that sells the shot are the things I care about most.

A tidy 3D workstation with a graphics tablet and dual monitors

Over the past several years I've worked with studios, brands, and indie developers to take ideas from concept to final render. Whether it's a game-ready character or a photoreal product shot, I care about clean topology and materials that hold up under scrutiny. I work across the pipeline — sculpting in ZBrush, texturing in Substance, and rendering in Cycles, Redshift, or EEVEE depending on the deliverable.

When I'm not in the viewport, you'll find me shooting reference, studying lighting in films, and slowly building a library of my own materials. This is example copy you can replace with your own background, favorite tools, and the projects you'd most like to take on.

Kind words

What clients say

The hero character came back better than our concept art. Clean topology, game-ready, and the render sold it to the whole team in one meeting.

Art lead, indie game studio

Our product renders looked more premium than the photography. Fast turnaround, flawless materials, and every angle we asked for. We'll be back for the next line.

Founder, homeware brand

Turned a rough brief into an environment with real atmosphere. The lighting and fog gave the whole scene a mood we couldn't have shot for real. Highly recommend.

Director, short film

Good to know

Frequently asked

It depends on scope, but most single renders take one to two weeks including revisions. Full characters or animated pieces run longer. I'll always confirm a timeline in writing before we start so the dates are clear on both sides.

Have a project in mind?

I'd love to hear about it. Tell me a little about what you're making, and I'll get back to you within a few days with availability and a quote.