Hi! I’m a 3D Environment Artist specializing in environment art, props, and procedural materials for video games. I’m currently open to freelance opportunities and collaborations with indie or mid-scale studios. I have over 4 years of experience creating game-ready 3D assets, with a strong focus on environment design, trim…
Hogwarts Legacy Fan Art - Materials PART II This project focuses on a material-based environment workflow, starting with a procedural material in Substance Designer and evolving into a trim sheet–based modular system. The goal was to achieve a consistent visual style while remaining performance-friendly for real-time…
Hogwarts Legacy Fan Art - Materials PART I These visuals are fan-made textures inspired by Hogwarts Legacy. I reinterpreted the game’s art style and rebuilt it in a different visual approach. Using Unreal Engine, I created multiple color variations and material options. Throughout the project, I worked across a flexible…
NS-288 Radio Model - Substance Designer Procedural Material My dad gave me a radio as a gift. I couldn’t find detailed information about the radio. It was mentioned that it was made by Güneş Elektronik. I liked this real radio model, and I wanted to create a procedural material in Substance Designer. I added nodes for the…
Hogwarts Legacy Fan Art - Materials PART III I modeled the wall, door, ornaments, knight and weapon assets in Blender, then exported them to Substance Designer using Height and Color ID maps, allowing for fast iteration while creating the materials. The door material was built procedurally, and I used vertex paint to…
Relief Sculpture | Veil of the Ancients When I visited the Antalya Archaeological Museum, I was attracted to the sculptures and relief designs. I took photos of them and decided to gather them as references to create a relief material. I sculpted height maps in ZBrush, transferring statue designs, rocks, columns, and…