Software

Maya

Maya has been my main modeling tool since the start of my career, and it is still where most of my assets begin. I use it for clean, controllable topology on hard surface vehicles and props, for architecture and environment pieces, for characters rebuilt from scans and for stylized assets in animation and games. Its strength for me is precision. Edge flow, UVs and naming stay exactly as I intend, which matters when an asset will be textured, rigged, lit or instanced by other people. Maya rarely works alone in my pipeline. I move between Maya for the base, ZBrush for sculpted detail, Substance 3D Painter or Mari for textures, Arnold or V-Ray for look development and rendering, and Houdini when an environment needs procedural control. Knowing how each of those stages will read my Maya files helps me prepare assets that travel well, with lighter versions for baking and clean hierarchies for layout. I have also used scripting in Maya to speed up repetitive tasks when a production called for it. Whatever the title on the contract, whether modeler, 3D Artist or Environment Artist, Maya remains the tool I rely on for the part of the work where every vertex counts

Maya: 36 professional productions at 14 studios, including “Thor: Love and Thunder”, “Moon Knight - Season 1”, “The Little Mermaid” and “Guardians of the Galaxy Vol. 3”

Productions
36
Studios
14
Period
2020-2026

Productions

  1. 2026

  2. 2026

  3. 2026

  4. 2026

  5. 2026

  6. 2026

  7. 2026

  8. 2025

  9. 2025

  10. 2025

  11. 2025

  12. 2024

  13. 2024

  14. 2024

  15. 2024

  16. 2024

  17. 2024

  18. 2023

  19. 2023

  20. 2023

  21. 2023

  22. 2023

  23. 2022

  24. 2022

  25. 2022

  26. 2022

  27. 2022

  28. 2021

  29. 2026

  30. 2025

  31. 2025

  32. 2024

  33. 2024

  34. 2024

  35. 2023

  36. 2020

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