I'm a Senior Environment Artist and Houdini Generalist with 14+ years of experience in film, episodic VFX, and virtual production.
He specializes in procedural environment workflows, look development, and delivering high-quality, production-ready worlds across offline and real-time pipelines.
With international studio experience and a strong mentoring background, he blends artistic vision with technical precision to drive teams and projects forward.
* Creation of environments, lighting, rendering, shading, and Lookdev, with a
focus on USD, Solaris, and Karma in Houdini.
* built a complete environment for TV Commercials, covering landscape, tree
creation in SpeedTree, Megascans integration, procedural texturing, layout,
Scatter and set dressing.
I teach 3D Environment courses part-time at Nayzak, focusing on Maya,
Unreal, and Houdini, while using tools like Substance Painter, ZBrush,
SpeedTree, WorldMachine, Gaea, and others to support the classes.
Working on creating optimized very low 3D assets for VR Headset, in
modeling and texturing, and importing them into unreal inside the projects.
Using Maya, Unreal, Substance painter, ZBrush, and many more to support the workflow.
Created and developed assets, including organic and hard surface models,
props, terrains, environments, and foliage, using manual and procedural
modeling in Maya and Houdini, integrating Megascans with USD and Solaris,
while also providing 3D tool training to junior team members.
Created the full environment for “The Walking Dead”, including landscape
concept, tree creation in SpeedTree, Megascans integration, procedural
texturing, layout, Scatter, and set dressing.
The walking Dead, Star Trek, Fast X, and For all Mankind
Disenchanted movie
I was responsible for modeling the well of magic outside and inside, ropes with multiple variations, and the moss that was surrounded by the well of magic (Modeling, Sculpting, and UV) (Maya, and ZBrush).
3D real-time modeling and Virtual production
I was responsible for;
● Modeling and sculpting
● Assets optimization
● LOD OPTIMISATION
● UVs sharing
● Texturing
All that I did was (modeling, sculpting, UV, and texturing) working for Unreal models and LOD optimization.
Maya, ZBrush, substance painter, and Unreal
3d modeling assets, props, and environments, Texture painting, and shading
• Arnold and Clarisse Workflow
• worked on a lot of advertisements and movies
• Modeling mid to high poly Modeling, hard surface modeling
• VFX cinematic pipeline workflow, PBR Workflow, and UDIM Workflow
3d modeling assets, props, and environments, Texture painting, and shading
• Arnold and Clarisse Workflow
• worked on a lot of TV series, and movies
• high poly Modeling, hard surface modeling
Manager of the 3D art department
Leading Modeling, animation, ... rendering, manage whole projects
3D modeling for printing on CNC and Laser machines
for gold production and jewelry
3D modeling for Villages
Modeling and animation for exterior villages and environments
3D modeler, animator for logos, products, landscape, and exterior
3Ds max Trainer private and special courses