An evolving showcase of hard-surface and character modelling — production-ready topology, no shortcut sculpts.
An open showcase of hard-surface and character work — wires, turntables, breakdowns.
Process
How it got made.
Selected stills from the working files — block-outs, style frames and tests that informed the final piece.
The work in here is deliberately unstyled — production-ready topology, clean UVs, baked textures. The point is to show I can hand a model off, not just light a beautiful turntable.
Each asset includes wireframes, UV layouts, and a breakdown of decisions: where I sculpted vs. floated detail, where I baked vs. modelled, what the polycount budget was and why.
It's an ongoing log. I add a new piece roughly every six weeks, with a short note about what I was trying to learn — generally a specific topology or shader trick rather than a finished hero shot.