Highly optimized, PBR-accurate assets built for real-time engines. Clean topology, precise UV mapping, and atmosphere that serves the game.
I'm a 3D artist specializing in game-ready assets for real-time environments — weapons, vintage props, tools, fantasy objects, and environmental pieces. Every model I create is built for performance: clean topology, optimized UV layouts, and PBR-accurate materials that integrate seamlessly into Unity and Unreal Engine.
My workflow spans Blender for modeling, Substance Painter for PBR texturing, and Photoshop for final polish. I obsess over texel density, normal map quality, and poly budget — because game-ready isn't just a tag, it's a standard.











