All work
02 / 3D environment artist

I build places that tell a story on their own, composed to read in motion, from stylized villages to sodium-lit roadsides.

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08pieces
UE5and Blender
MAAnimation
How I work

  1. 01

    Composition first

    Value grouping and light anchors do the work before any detail goes in. A frame has to read at a glance, in grey, before it earns colour.

  2. 02

    Blockout to beauty

    Spaces are blocked out and checked in motion before they're dressed. Detail is placed where the eye lands, not sprayed everywhere.

  3. 03

    Performance is part of the art

    A scene that stutters doesn't read. Umbraixs was profiled to about 100 fps against a 60 fps target, with Lumen and Nanite doing the heavy lifting.

  4. 04

    Built for where it lands

    Framing, passes and cuts are planned for the final format, like the guitar looks-dev framed 9:16 and cut into reels from the start.

08 pieces
Umbraixs village vista

Umbraixs

A semi-stylized medieval village that reads in motion.

01
cinematic car render front

Cinematic Car Render

Studio product lighting — deep blacks, warm rim, colored gels.

02
toon-shaded vending machine

Stylized Studies

Toon-shaded and procedural experiments in Blender.

03
three signature electric guitars lit against black

Product Placement Dev

Studio looks-dev for a set of signature electric guitars.

04
two golden-hour volumetric clouds against a dusk sky

Procedural Clouds

Golden-hour volumetric clouds, generated not painted.

05
aerial greyscale clay render of a dense city

Cityscape

A dense procedural city, rendered in clay.

06
foggy roadside gas stop at night with neon canopy

Highway Night Stop

A nocturnal roadside scene, lit by sodium and neon.

07
warm modern living room at night with nested light fixtures

Interior Study

A warm evening living room, lit by nested frames.

08