
Dragon Skull — ZBrush

Mech Torso — Blender

Character — ZBrush + Substance


Forest Env — Blender

Sci-Fi Corridor
VERTEX
3D Artist & World Builder
Scroll to explore
Selected Works
The Work
Speaks.
Click any piece to open the case study — wireframe toggles, software stack, polycount, and the story behind the brief.

Abyssal Warden

Nexus Corridor

Reaper Mk.VII

Verdant Hollow

Seraph Unit

Titan Foundry

Voidcrawler

Elder Lich

Obsidian Throne

Process
"I don't finish a model — I stop finding things to fix."

Vertex
3D Artist & World Builder
47+
Shipped Projects
12M
Peak Poly Count
6
Avg Weeks Solo
3
Film Credits
Creator Spotlight

8+
Years in production pipelines for games and film
Based in Austin, TX
Formerly senior environment artist at Redwood Interactive. Now freelance, building worlds for studios that want pore-level quality without hiring a department.
How Every
Project Runs.
Understand the World First
Before a single poly is pushed, I spend time with the lore documents, mood boards, and concept art. A model that doesn't fit the world is a beautiful mistake.
Rough Fast, Refine Slow
The first pass is pure silhouette and proportion. If it doesn't read at thumbnail size, detail won't save it. I kill bad ideas in 20 minutes, not 20 hours.
Millions of Decisions
High-poly sculpting in ZBrush where the real craft lives. Pores, fabric weave, metal grain — every surface has a material logic that drives the sculpting approach.
Game-Ready, Film-Ready
Clean topology, baked maps, and a handoff package your technical artists will thank you for. LODs, collision meshes, and documentation included by default.
Let's Build
Something.
Game-ready characters. Film-quality environments. Hard-surface props that make engineers ask for the CAD files. If you need it built right, let's talk.