Game-ready garments, simulated cloth, sculpted form. Built from the fabric up to hold up at any scale.
Technical footwear modeling, multi-material uppers, complex sole construction and PBR variants.
A street-wear outfit built end-to-end for real-time use. The jacket's chevron panelling was patterned and simulated in Marvelous Designer, then detailed in ZBrush and Uv/Retopo in blender before final texturing in Substance Painter. The jeans follow the same pipeline.
An end-to-end look at the apparel asset pipeline — cloth simulation to optimised, textured mesh. The goal was to keep the silhouette and surface behaviour of a high-poly simulation while hitting a reasonable real-time budget.
A study in sole construction and multi-material upper design. Breaking down the geometry into its real-world manufacturing components — midsole, outsole, upper, lacing, eyelets — keeps the model credible and easy to texture and variant.
Exploring how much mileage you can get from one clean base model. Each colorway is a material swap rather than a new mesh — a workflow that matters when you're building out large catalogues or game item libraries.
Open to freelance projects, full-time roles, and collaborations. I'm most at home on clothing and character work, but I'm always curious about new challenges.