Ruger Mark IV Tactical
Ruger Mark 4 Tactical with DP-Pro and Viridian X5L. Real-time.
Started as Fusion 360 Practice a long time ago, and I decided to wrap it up into something that I can render.
All renders are done in marmoset (no post effects or editing).
All textures are done in Substance Painter.
Description
Hard Surface Game Modeling Designer | 10+ Years of Experience
As a Hard Surface Game Modeling Designer with over 10 years of experience, I specialize in creating detailed, high-quality 3D models of mechanical and inanimate objects such as weapons, vehicles, architecture, and machinery for games. My expertise lies in creating models that are not only visually compelling but also optimized for performance in real-time environments. With a strong foundation in 3D modeling, texturing, and game engine integration, I am skilled in using tools like Maya, ZBrush, Substance Painter, and Blender to bring hard surface assets to life in both stylized and realistic art styles.
Core Skills:
Hard Surface 3D Modeling (Weapons, Vehicles, Machinery, Architecture)
High-Poly and Low-Poly Modeling
UV Mapping & Unwrapping
Detailing and Sculpting (ZBrush, Mudbox)
Texturing & Shading (Substance Painter, Photoshop)
Game Engine Integration (Unreal Engine, Unity)
Optimization for Real-Time Rendering
Understanding of Manufacturing and Mechanical Structures
Selected Projects:
Project A: Sci-Fi Shooter Game
Designed a range of futuristic weapons, vehicles, and environment props for a high-action sci-fi shooter. Focused on hard-surface modeling, ensuring high levels of detail while maintaining low-poly budgets for performance. Worked closely with the art and design team to ensure assets integrated seamlessly into the game environment.Project B: Post-Apocalyptic Survival Game
Created detailed hard-surface assets, including vehicles, weapons, and environmental props for a post-apocalyptic survival game. I worked on both high-poly models for cinematic cut-scenes and low-poly versions for in-game performance, ensuring the assets conveyed the gritty, weathered aesthetic of the world.Project C: Military Simulation Game
Modeled realistic military vehicles, weapons, and base structures for a military simulation game. My focus was on accuracy and functionality, ensuring that the models looked and behaved realistically within the simulation. Worked directly with engineers to verify the mechanics and physical properties of the assets.
Design Approach:
My approach to hard surface modeling is rooted in precision and functionality. I focus on creating highly detailed models with a keen attention to mechanical design, ensuring every part is logically structured and optimized for gameplay. I pay particular attention to the technical constraints of the project—balancing realism with performance requirements for smooth in-game operation.
I believe that hard surface assets should not only look great but also be believable in their functionality. This involves a deep understanding of mechanical systems and how different components interact. Whether it's a futuristic gun or a post-apocalyptic vehicle, I aim to design assets that are not just visually engaging, but also feel like they belong within the world of the game.
Collaboration & Iteration:
Collaboration is key in game development, especially when it comes to hard surface modeling. I work closely with the design, animation, and programming teams to ensure that the models I create are integrated smoothly into the game. I am highly adaptable to feedback, and I am always ready to iterate and refine my models based on the needs of the project, ensuring that the final result meets both aesthetic and technical standards.

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