3D modelling · shaders
3D & technical art
A 3D character taken from concept art to Unreal Engine, game environments, scanned props and real-time shaders.

Emilia, from 2D to 3D
Making a 3D Emilia from Re:Zero was not easy. My process:
- Start from 2D concept art.
- Simulate the clothing folds and physics in Marvelous Designer.
- Sculpt the body and clothes in ZBrush.
- Retopologise the model to under 50k triangles in Blender.
- Texture it in an anime style in Substance Painter.
- Rig and pose the skeleton in Blender.
- Set up the lighting and scene in Unreal Engine.


Technical art showreel
Shaders and effects, made mostly with Unity Shader Graph, including the 3D units and tiles I modelled for Wandering Babylon, a strategy card game.
Environments and props
Poly-modelled and scanned (photogrammetry) objects from other projects, retopologised for games.



