Moohnfa
Material & Texture Artist
Independent material practice focused on procedural PBR materials, texture systems and production-ready surface work.
About
The short version
I started working professionally in 2016. Since then I have created procedural and scan-based materials for games, commercials, product imagery, archviz, fashion, footwear, food, digital twins, software and asset libraries.
Public credits include Marmoset, Poliigon, GameTextures.com, Ditto and UNXD, following environment-art roles at Black Forest Games and elite3d. I have also contributed to AAA titles, shaders, tools and internal workflows under NDA.
I have created more than 435 materials, from single hero surfaces to large batches and reusable Designer graphs.
Based in Germany and available for remote studio work.
Production scope
The common thread is not an industry label. It is turning a visual reference, physical sample, scan or technical requirement into a material another team can use and revise.
Tileable surfaces, trim materials, packed PBR maps, procedural variants, Unreal or Unity validation and external production support.
->Reference-matched finishes, hero detail, lookdev handoff, product colorways and materials that hold up through client review.
->Weave, knit, leather, mesh, rubber, foam, coatings, materialways and editable colorway systems.
->Physical-scale PBR definitions, product finish libraries, optimized real-time outputs and consistent variants across an asset family.
->De-lighting, seam removal, tiling, map correction, scale recovery and batch-standardized scan conversion.
->Reusable generators, artist-facing parameters, helper graphs, shader support, output presets and maintainable source handoff.
->Relevant visual proof
Selected experience
Named roles are listed where the work is public. NDA work is described only at sector level.
Material & Texture Artist
Independent material practice focused on procedural PBR materials, texture systems and production-ready surface work.
Freelance Material Artist
Procedural material creation for the Marmoset Toolbag Library, including detailed organic and hard-surface materials.
Freelance 3D Artist
3D art and material production for commercial digital experiences.
Freelance Texture Artist · Digital Fashion
Texture work for digital-fashion production.
Contract Material Artist
Six published procedural environment materials, including foliage, stone, bark and terrain surfaces.
Freelance Texture Artist
Texture production for a professional PBR asset library used across visualization, games and VFX.
Environment Artist
Environment-art production with Unreal Engine and established game-development workflows.
Environment Artist
Early professional environment-art and game-asset production experience.
Tools & production skills
Core work includes Substance 3D Designer, PBR texturing, scan cleanup, UV workflows, Marmoset Toolbag and material look development. I also work with Unreal Engine, Substance Painter, Blender, Photoshop, hard-surface assets, shaders and environment-art pipelines.
What I can be hired for
Studios describe this work differently. My core scope includes custom PBR material creation, procedural texture authoring, material-library production, reference matching, scan cleanup, Substance Designer graph development, SBS/SBSAR delivery and material or texture outsourcing.
I can join for one difficult hero surface, a defined pack, a library sprint, a reusable generator or short-term production capacity. For larger batches, one representative material establishes the visual and technical standard before full production.
Interviews & features
GameTextures interviewed me about procedural material workflows and published six of my materials. I also appeared on GAME.ART.TALK, have named Marmoset library credits, and share credit on Behance-curated work.
See interviews and original sources ↗Education
Studied media.design and production at Hochschule Offenburg, with an earlier technical secondary-school background in information technology.
Have a material challenge?