Max P.
I'm a 3D artist based in Ireland, specializing in environment and prop work for games, with additional experience in photogrammetry cleanup and 3D printable design. I've contributed asset work to Smash Karts and Obby Roads (Tall Team), two web games with a combined player base in the tens of millions, as well as projects for Xavatar, Mersus Technologies, and Universe or Nothing. My work spans stylized low-poly game assets optimized for real-time engines (Unity, Unreal Engine 5) through to high-fidelity sculpting and photorealistic rendering. Core tools: Blender, Substance Painter/Designer, ZBrush, Unreal Engine 5, Unity What I bring to a production: - Environment and prop modeling, from stylized/low-poly to high-fidelity - Clean topology and technical optimization for VR/mobile/web performance - Photogrammetry cleanup and retopology - Sculpting and texturing across a range of visual styles - Clear communication and fast iteration on art director/team feedback I'm comfortable adapting to a project's existing art direction and technical constraints, and I care about getting both the craft and the pipeline right, clean geometry, efficient textures, and a final look that holds up under scrutiny.
Max P.
I'm a 3D artist based in Ireland, specializing in environment and prop work for games, with additional experience in photogrammetry cleanup and 3D printable design. I've contributed asset work to Smash Karts and Obby Roads (Tall Team), two web games with a combined player base in the tens of millions, as well as projects for Xavatar, Mersus Technologies, and Universe or Nothing. My work spans stylized low-poly game assets optimized for real-time engines (Unity, Unreal Engine 5) through to high-fidelity sculpting and photorealistic rendering. Core tools: Blender, Substance Painter/Designer, ZBrush, Unreal Engine 5, Unity What I bring to a production: - Environment and prop modeling, from stylized/low-poly to high-fidelity - Clean topology and technical optimization for VR/mobile/web performance - Photogrammetry cleanup and retopology - Sculpting and texturing across a range of visual styles - Clear communication and fast iteration on art director/team feedback I'm comfortable adapting to a project's existing art direction and technical constraints, and I care about getting both the craft and the pipeline right, clean geometry, efficient textures, and a final look that holds up under scrutiny.
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