Developer first. Designer by skill.
3D modeler by standards — not by YouTube tutorial.
While some people export default cubes and call it “hard surface”,
I build production - ready assets that don’t break when lighting hits them.
I don’t flex polycount.
I flex topology.
If your workflow is:
- Download base mesh
- Add bevel
- Render in HDRI
- Post on Discord
…we’re not in the same league.
I’ve worked on projects connected to luxury-level branding.
That means clean meshes, real-world scale, proper UVs, optimized shading — not ego renders.
In S&box I don’t “try stuff”.
I ship.
If that scratches your ego the wrong way, good.
Pressure creates diamonds. Or exposes plastic.