I have many years of experience using a plethora of 3D software – Started out in the 2010s with software like Maya, 3Dsmax, Mudbox and Headus UV Layout and currently using Blender for the entire 3D modeling pipeline – modeling, sculpting, UV mapping, and texturing. For realistic assets I use Substance Painter to create the materials.
Recently I have taken a liking into integrating my models and scenes into unity so I can blend tech and art to make interesting effects.
Iggu, a character that has my likeness, modeled by me. Rigged using Blender’s riggify.

Horse mines (from Nobody Saves the World)
Rigged in a single armature due to Sketchfab’s constraints

A hut from the game Nobody Saves the World – the artists added a caricature portrait of me in this hut, so I decided to model it in blender.
The walls animate by simple movement of the 3D objects, but the roof had a basic rig to animate the organic blobs.

(WIP) Olly and Mango from the “L&L” (D&D parody) universe in the game Goodbye Volcano High.



Iggy (my public youtube channel) intro. Made in blender and animated with blendshapes and one basic armature for the hair.
Diesel Turret, modeled by me, with a custom mechanical rig

Chempen, modeled in blender and textures made in Substance Painter.
A PBR dagger made in blender and Substance Painter

