I am a Technical 3D Artist with a strong engineering background, specializing in hard-surface modeling for games, cinematic VFX, and physical manufacturing. My unique edge is combining artistic vision with engineering precision — I create assets that look realistic and are ready for real-world production.
What I do:
Games & Film: Full-cycle asset creation — from high-poly sculpting to final rendering. Modeling, retopology, UV mapping, baking, PBR texturing. Skilled in Blender, Maya, ZBrush, Substance Painter, Marmoset. Optimized for Unreal Engine 5.
Hard-Surface & Vehicles: Complex mechanical objects, vehicles, and automotive parts. Developed custom components for Ferrari, Lamborghini, Mercedes, Ford — working from concepts, photos, or 3D scans.
Reverse Engineering & CAD: 3D scanning and converting real objects into digital assets. Proficient in Fusion 360, AutoCAD, Inventor, Plasticity for precise mechanical modeling.
Manufacturing: Preparing models for CNC machining (ArtCAM, PowerMill) and 3D printing (CHITUBOX, Cura, OrcaSlicer). Strict adherence to tolerances and functional requirements.
Documentation: Technical drawings and blueprints for construction and engineering projects.
Why I'm a strong fit:
7+ years of hands-on automotive mechanic experience + professional 3D artistry. I understand how mechanisms work, not just how they look. This gives me an edge on projects with realistic vehicles, mechanical props, or assets that need to function in reality. I work independently and meet deadlines.

