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.
3D Artist
Natalia G.
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.

Tools: Wrap, ZBrush, Maya, Substance Painter, Adobe Photoshop, Unreal Engine
Work Samples
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

3dscans.cleanup@gmail.com

@kairoln
Made on
Tilda