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Game Asset Modeling & Texturing

I model game-ready 3D assets with clean geometry and UV layouts that make good use of texture space. I create detailed textures and deliver the maps each asset needs, including diffuse or base color, ambient occlusion (AO), normal, roughness, and metallic maps.

Wireframe view of the street scene, showing the character, buildings, and street props as meshes

I build a rough model at game scale, set the pivot, and check the silhouette beside nearby objects. Where a bake will help, I add high-poly details such as bevels, seams, and surface wear. I build the game mesh around the silhouette and remove geometry that adds little on screen. I place UV seams where they are less visible, keep texel density consistent, and leave enough padding between islands.

Color-coded normals pass showing the surface directions of the character and street scene

I deliver the editable source, game mesh, and named texture files. I include any required LODs and collision meshes, plus notes on material setup and import settings so the team can use the asset in the build.

3D Model Viewer

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