Adaro M.
I am a Senior 3D Artist and Technical Generalist with 22 years of freelance experience helping game studios ship optimized, high-quality assets on time. I do not just model. I build production-ready, game-engine-optimized props, vehicles, weapons, armor, and environments that perform as beautifully as they look. Because I have a strong background in game development and coding, I bridge the critical gap between art creation and technical implementation. What I deliver: Full hard surface pipeline: High-poly to low-poly, clean topology, efficient UVs, and PBR texturing for standard and modern rendering pipelines. Environment expertise: From modular architectural building kits to organic elements like rocks and foliage. Technical Art & Implementation: I handle in-engine asset integration, complex material setup, lighting, physics, and particle systems. I also write code and scripts to ensure assets function perfectly within your game logic. My toolkit: Blender, Maya, 3ds Max, Substance Painter, Gimp, Adobe Creative Suite (such as Photoshop, Illustrator), and major game engines such as Unity, Unreal, and Godot. I can mod and edit inside of other games too like the Creation Engine and Source Engine. Why hire me: With over two decades of freelance work, I adapt fast, communicate clearly, and deliver results that work within your strict technical constraints. Hiring me means you get an artist who understands the programming side, which saves your developers time and prevents engine bottlenecks. I am comfortable working solo or embedded directly with your team. Check out my portfolio. I am ready to jump in and make your project look incredible.
Adaro M.
I am a Senior 3D Artist and Technical Generalist with 22 years of freelance experience helping game studios ship optimized, high-quality assets on time. I do not just model. I build production-ready, game-engine-optimized props, vehicles, weapons, armor, and environments that perform as beautifully as they look. Because I have a strong background in game development and coding, I bridge the critical gap between art creation and technical implementation. What I deliver: Full hard surface pipeline: High-poly to low-poly, clean topology, efficient UVs, and PBR texturing for standard and modern rendering pipelines. Environment expertise: From modular architectural building kits to organic elements like rocks and foliage. Technical Art & Implementation: I handle in-engine asset integration, complex material setup, lighting, physics, and particle systems. I also write code and scripts to ensure assets function perfectly within your game logic. My toolkit: Blender, Maya, 3ds Max, Substance Painter, Gimp, Adobe Creative Suite (such as Photoshop, Illustrator), and major game engines such as Unity, Unreal, and Godot. I can mod and edit inside of other games too like the Creation Engine and Source Engine. Why hire me: With over two decades of freelance work, I adapt fast, communicate clearly, and deliver results that work within your strict technical constraints. Hiring me means you get an artist who understands the programming side, which saves your developers time and prevents engine bottlenecks. I am comfortable working solo or embedded directly with your team. Check out my portfolio. I am ready to jump in and make your project look incredible.
