I’m a self-taught Senior 3D Artist with 7+ years of game-industry experience, specializing in game-ready hard-surface and organic modeling, retopology, and topology cleanup for Unreal Engine 5 and Unity. I focus on producing high-quality weapons, attachments, environments, props, and vehicles with strong attention to performance and next-gen real-time rendering requirements (including Nanite workflows). I also enjoy collaborating closely with designers and developers to keep visual style and technical specs aligned.
Beyond modeling, I cover the full asset pipeline: UV unwrapping and mapping, PBR texturing, shading, and baking maps, plus in-engine implementation in UE5 and Unity. I’ve worked remotely across the US and UAE, helping art teams streamline production and deliver optimized assets that meet both visual standards and performance targets.
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