Character art
Hero and game-ready characters from sculpt to render — clean topology, PBR texturing, and rigs on request for consistent, believable results.

About
I make photoreal and stylized renders for people who build worlds — studios, brands, and indie developers. This is placeholder copy you can replace with your own bio.
A little about me
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I've spent the last several years working across the 3D pipeline for studios, brands, and indie developers. My work leans toward believable materials and considered lighting, whether the brief is photoreal or stylized. I love the moment a flat blockout suddenly reads as a real place — when the light and the surfaces finally agree.
I work end to end — sculpting in ZBrush, retopo and UVs where a mesh needs to be game-ready, texturing in Substance, and rendering in Cycles, Redshift, or EEVEE depending on the deliverable. Whatever the tool, I try to leave the shot with weight and atmosphere.
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What I do
Hero and game-ready characters from sculpt to render — clean topology, PBR texturing, and rigs on request for consistent, believable results.
Atmospheric environments and set dressing, from modular kit-bashed scenes to hero establishing shots with real depth and mood.
Photoreal product renders for e-commerce and marketing — custom shaders, studio lighting, and any angle you need for a premium look.
Looping motion studies, title cards, and self-directed experiments — the personal pieces that keep the commissioned work sharp.
Selected clients & recognition
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Good to know
It depends on scope, but most single renders take one to two weeks including revisions. I'll always confirm a timeline before we start so the dates are clear on both sides.
Tell me about your project and I'll get back to you soon with availability and a quote.