VXVertex

Start a Project Brief

Hyperdetailed cyborg character bust with subsurface scattering on metallic skin, dramatic rim lighting
Character Sculpt
Hard-surface mech arm prop breakdown with wireframe overlay on dark background
Prop Breakdown
Futuristic architectural environment render with volumetric fog and neon accent lighting
Environment
Sci-fi corridor environment with procedural material textures and ambient occlusion bake
Architecture
Abstract 3D geometric sculpture with gold and obsidian color treatment, cinematic lighting
Abstract
Digital artist workstation with multiple monitors showing 3D sculpt in progress
Process
Turntable frame of mechanical robot frozen mid-rotation showing surface detail and panel lines
Turntable
Cinematic key art render showing dramatic landscape with atmospheric perspective
Key Art
Vertex
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Projects that
define the frame

Wireframe view of Axiom-7
Hard-surface mech robot with detailed panel lines and battle damage, rendered in Unreal Engine 5
01
Game Asset

Axiom-7

Hard-Surface Mech

A 68,000-triangle combat mech built for real-time rendering in Unreal Engine 5. Every panel gap was hand-sculpted in ZBrush, baked to a 4K PBR set with 14-layer material blends. The damage state alone took three days of iterative weathering passes.

68K

Triangles

4K×12

Texture Maps

6

Weeks

ZBrushSubstance 3DUnreal Engine 5Game-Ready
Wireframe view of The Hollow Station
Derelict space station interior with volumetric lighting shafts and weathered metal surfaces
02
Environment Design

The Hollow Station

Architectural Environment

An abandoned orbital research station for a sci-fi episodic series. Built modular for set dressing flexibility — 240 unique mesh pieces, fully lit with HDRI-matched artificial lighting. Production delivered the environment in 11 days against a 3-week schedule.

240

Unique Meshes

18

Texture Atlases

11

Days Delivered

MayaHoudiniArnoldEpisodic VFX
Wireframe view of Seraphine
Photorealistic digital human female character with subsurface scattering skin shader and detailed hair simulation
03
Cinematic Character

Seraphine

Character Sculpt

A photorealistic humanoid for a cinematic trailer. Skin was built with a 7-layer SSS shader stack, hair via XGen with 380,000 individual guides. Rendered in Karma at 4K with per-frame motion blur. The director called it "the first digital human I forgot was digital."

380K

Hair Guides

7

SSS Layers

1,200

Render Hours

ZBrushHoudiniKarmaDigital Human

What I build

01

Hard-Surface Modeling

Hard-surface mech component with intricate panel lines and bolts
02

Character Sculpting

Detailed character head sculpt with realistic skin texture and expression
03

Environment & Architecture

Futuristic architectural environment with dramatic volumetric lighting
04

Full Pipeline Ownership

Artist workstation with multiple monitors showing 3D pipeline workflow
05

Cinematic & Key Art

Cinematic key art render with dramatic atmospheric perspective and lighting

Process, not just
polish

Close-up of metallic surface with scratches and oxidation detail showing PBR material layers
Material Study
Jan 202612 min read

Building Believable Metal: A 14-Layer PBR Stack

Scratches, oxidation, and micro-detail that survive at 4K. A step-by-step walkthrough of the Substance 3D graph that powered the Axiom-7 armor suite — including the rust gradient mask that took three failed attempts to get right.

Substance 3DPBRMaterials

Free download

Digital human character hair simulation showing individual strand guides and clumping
Hair & Grooming
Dec 20259 min read

XGen at Scale: 380,000 Guides Without the Chaos

The setup that kept Seraphine's hair from exploding in every render. Covers guide density strategy, clump modifiers, and the one expression node that saved 40 hours of manual grooming.

XGenMayaGrooming

Free download

Render comparison showing HDRI-matched lighting between practical and digital environments
Lighting
Nov 202515 min read

Matching On-Set Lighting in Karma: The HDRI Workflow

Shooting a 360° HDRI on location, processing it for Karma, and then cheating it until the CG elements look like they were filmed there. Real numbers, real mistakes, real results.

KarmaHoudiniLightingHDRI

Free download

Your next frame
starts here

Whether you need a single hero asset or a full environment pipeline, I work directly with art directors and production leads — no middlemen, no agency overhead.

40+

Projects shipped

12

Studios worked with

100%

On-time delivery

hello@vertexatelier.com