Industry material services
Material and texture work across 3D production.
Games, commercials, archviz, products, fashion, footwear, food, software, digital twins, libraries, scan cleanup and internal tools.
Relevant visual proof
One material practice across products, environments and libraries.
Games
Tileables, trim materials, environment surfaces, generators and engine-ready texture sets for Unreal or Unity. Experience includes environment art, outsourced production and work on AAA titles under NDA.
Commercials & advertising
Custom surfaces for campaign stills, animation and close product shots. The job is usually reference matching, controlled variation and getting the material to hold up in the final lighting—not building a generic asset pack.
Archviz
Seamless architectural surfaces built from references, samples or scan data. Scale, height range, tiling and roughness are set for the actual camera distance and renderer.
Product visualization
Metals, plastics, coatings, rubber, glass, leather and manufactured finishes for stills, animation and product variants. I can work from photography, physical samples, CAD renders or a material specification.
Fashion
Fabric materials built around weave structure, yarn scale, fuzz, sheen and the target garment pipeline. Outputs can be delivered as maps, SBSARs or editable Designer graphs.
Footwear
Footwear assets combine fabric, knit, leather, molded foam, rubber, stitching and coated parts at close range. I build the material set so those surfaces remain distinct and editable across colorways.
Food & beverage
Food surfaces usually break when pores, moisture, translucency and roughness are treated as separate noise layers. I build them from the underlying structure so the material can be adjusted without falling apart.
Digital twins
Digital-twin work needs repeatable material definitions, consistent naming and outputs that survive across product variants and render targets. I have worked on digital-twin production and material cleanup directly.
Software & SaaS
Software teams often need more than finished maps: demo materials, presets, templates, sample content and workflows that make sense to other artists. I have worked with software and SaaS products as both a material artist and a production-minded user.
Material libraries
A library needs a shared scale, output spec, naming system, preview setup and quality bar. I have produced materials for Marmoset, Poliigon, GameTextures and other library workflows.
Scanning & cleanup
Captured data rarely ships as-is. I clean seams, remove lighting contamination, repair height and normal information, build tileable coverage and standardize the output for the target renderer or library.
Tools & workflows
I build Designer graphs, generators, helper nodes, shader setups and workflow documentation when repeated material work should become a system. Some of this work is under NDA, so public examples focus on procedural materials and quick tips.
Animation & VFX
Procedural surfaces, hero-material detail and reusable variants prepared for downstream look development. Renderer, UDIM and handoff requirements are set with the asset or lookdev lead before production.
Have a different production context?



