Hire Me

Technical Expertise

Production Pipeline
& Workflow

A solid pipeline matters as much as the sculpt. Here is how I slot into film VFX and game teams — with files that hand off cleanly and iterations that keep pace with your schedule.

Primary Software Stack

  • Sculpting: ZBrush, ZBrush for iPad
  • Modeling/Retopo: Maya, Blender
  • Texturing: Substance 3D Painter
  • Rendering: Arnold, Cycles, Octane
  • Look-Dev & Presentation: Runway, Kling
  • Pipeline: ShotGrid (Shotgun), Perforce

Specialized Integration:
Shotsculpting

In feature-film VFX, rigs break under extreme deformation. Shotsculpting — corrective sculpting on a per-shot basis — needs speed and anatomical precision to fix those issues before render.

I work inside your tracking setup (ShotGrid and similar), match vertex order, and turn supervisor notes around quickly. Downstream departments — lighting, rendering — should not be waiting on me.

The Core
Pipeline

From first sculpt to engine or manufacturer handoff, I work with standard tools and clear file structure. A beautiful sculpt still has to function as an asset.

01

High-Res Digital Sculpting

ZBrush is where I start — anatomy, primary forms, micro-surface detail. Subtools and polygroups stay organised so the asset is ready for review or pipeline handoff.

02

Retopology & UV Mapping

The move from high-poly art to geometry that deforms and performs. Quad-based topology for facial animation, game-engine limits, and efficient UV layouts — including UDIMs where the texel density needs it.

03

Texturing & Engine Prep

Baking normals, displacement, and ID maps; PBR texture sets in Substance Painter. Final export matches your target — game engine, film renderer, or physical manufacture.

04

Look-Dev & Presentation

Lighting, rendering, and pitch presentation. For client reviews I can run finished sculpts through Runway or Kling — a small movement reads better than a static turntable.

Shotsculpting for film. Studio-ready handoffs.

Framestore · The Little Mermaid. Available for corrective sculpting, character pipelines, and production sprints.

Get in Touch