
Self Portrait
These are some work in progress shots of my self portrait. Sculpt was made in Zbrush and the groom is done in Houdini, rendering and shading is in Arnold for Houdini.
Textures are modified TexturingXYZ VFace textures. I used their ID maps to tweak the color and combine the Zbrush displacement with TexturingXYZ displacement in Houdini so no work was done in Substance painter.
Eyes are a part of FlippedNormals eye kit.



Geralt of Rivia
My Witcher fan art.
This was a big learning project and I’m happy I went all the way with it.
I wanted to make a completely game ready character so I learned to make real time hair with GS Curves tool in Maya and I got very familiar with the workflow and the iteration. Hair cards themselves are created in Zbrush with fibermesh.
The other thing I encountered with for the first time in this project was a full game rig and I learned it from Perry Lejiten on Gnomon Workshop. I created a rig compatible with UE5 mannequin and made a control rig with IK setup and twist for the arms and legs, finger controls, sword controls, a spline IK-FK setup for the spine. I forgone the FK controls for the arms since I didn’t need them for the posing I did.
Skinning was where I realized one mistake I did in the modelling phase that I’ll try not to make again which is having layer over layer of meshes that slide one over one another.
Overall I’m pleased with everything I accomplished and new workflows I tried out.

Caraxes – House of the Dragon
This is a fan art project which I used as a practice for sculpting scales and texturing a big creature that needs a lot of resolution.
All sculpting of every single scale is done by hand in Zbrush on a single subtool with HD Geometry. Total polycount is ~400mil excluding claws and teeth. Texture work is done in Mari and was done during a workshop held by Gael Kerchenbaum.
Saddle was sculpted separately and isn’t textured yet.










Armor Design
This is a project in which I practiced hard surface design and sculpting. My aim was to create a historically inspired armor and make it game ready.
Style pulls from late 16th century gothic armor and is largely inspired by a modern piece I saw featured at a medieval festival in Germany. It’s paired with a gothic bastard sword from the similar time period.
The model is not rigged and the renders are made in Marmoset Toolbag 4. Sculpting was done in Zbrush, modeling and retopology and UVs in Maya and texturing in Substance Suite. Armor consists of 63k triangles and sword is 3.8k. There are 6 texture sets – Helmet, Chest, Arms, Legs, Accessories and the Sword.





Xolo Texturing
This project was done during a course taught by Gael Kerchenbaum Creature texturing workshop in Mari. Gael is a remarkable artist and it was my pleasure to get a chance to be a part of his workshop.