I'm a 3D artist with an interest in photography. I also like to bake.
Currently making mods as a Verified Creator for Bethesda Creations.
Very fond of hard-surface modeling and Marvelous Designer.
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• Awarded 1st place in the amateur category for the Marvelous Designer x Hunt: Showdown Apparel Creation Contest. https://www.huntshowdown.com/news/hunt-showdown-x-marvelous-designer-contest-winners
https://marvelousdesigner.com/discover/news/view/53
https://www.cryengine.com/news/view/hunt-showdown-x-marvelous-designer-contest-winners
• Featured as a case study & interviewed on the Marvelous Designer official website for my Shikari artwork in the Hunt contest. https://connect.clo-set.com/community/post/a404fc144f9e461c8f933e8ce0625a12
• Featured in the Jan-Feb 2022 edition of Digital Productions magazine for my Shikari artwork in the Hunt contest. https://www.digitalproduction.com/ausgabe/dp-01-2022/ , https://www.artstation.com/blogs/shaafi/6RYL/the-shikari-interview-for-digital-production-magazine
• Placed in the top 10 finalists for Animation in the ASUS ProArtists Awards 2023 contest. https://youtu.be/1QaVw7MfDf8?t=338
• Interviewed with project breakdown on 80 Level for my Contemporary Outfit artwork. https://80.lv/articles/making-a-dress-and-a-leather-jacket-in-marvelous-designer/
Working on Fallout 4 mods as part of Bethesda's Verified Creations.
Mods on Beth.net: https://creations.bethesda.net/en/fallout4/all?author_displayname=Nutulator
ARK: Survival Ascended and ARK 2.
With K9 Digital I've made character outfits for games. These were Marvelous Designer heavy assets for which I also made the hard-surface elements.
I worked off the provided concepts and took the assets from that stage till texturing when they were ready to be implemented in-engine.
My responsibilities in the pipeline included blockout, cloth simulation, high-poly, low-poly, UVs, baking, and texturing.
At Dekogon I’ve created numerous 3D props across a number of projects with specific requirements. From hard-surface to cloth heavy assets.
These assets includes ones created with the “mid-poly” and decimation workflow used for Unreal Engine 5 Nanite.
My responsibilities in the pipeline included blockout, cloth simulation, high-poly, low-poly, UVs, lightmaps, LODs, baking, and texturing.
At Dreamlit Studios I worked as a 3D costume artist making game-ready character outfits.
I worked off the provided concept designs and I was responsible for the entire pipeline from high-poly to low-poly, texturing, and then setting them up in UE4.