Independent 3D Artist with 5 years of experience in photogrammetry cleanup and production-ready asset preparation. I transform raw scan data into clean, technically reliable assets ready for rigging, animation and real-time pipelines.
I specialize in scan cleanup and retopology for digital humans and full-body assets used in film, advertising and game production.
Depending on project requirements, I handle: • Raw scan cleanup (artifact removal, hole fixing, surface refinement) • Auto-retopology and UV (ZRemesher-based workflows) • Topology wrapping to predefined base meshes (MetaHuman or client topology) • Animation-ready facial topology • Blendshape preparation and deformation checks • Texture cleanup and production polish
I am comfortable working within established studio pipelines and adapting to technical requirements for downstream departments. Deliverables are structured for downstream departments including rigging, grooming, lookdev and engine integration when required.
Most of my professional work is protected by NDA. The images below show selected fragments and close-ups that illustrate my scan clean-up and detailing work, without revealing full assets or identifiable content.
Raw scan (before cleanup)
Cleaned scan
MetaHuman-based facial topology, prepared for animation
Raw scan (before cleanup)
Cleaned scan
MetaHuman-based facial topology, prepared for animation
Raw scan (before cleanup)
Cleaned scan
MetaHuman-based facial topology, prepared for animation
Hand scan cleanup and refinement
Raw scan → cleaned geometry → textured asset
Fast scan cleanup for production needs
Cleanup and refinement of raw scans for production use
Clean facial topology suitable for blendshape workflows