Over the years as a professional Character Artist, I've been exposed to all areas of the character art pipeline, including; initial block-out, high and low poly organic and hard-surface modeling and sculpting, marvelous designer cloth sim, re-topology and uv-mapping, baking and texturing. I've also been involved in creating and maintaining hand-derived facial and body blend-shape libraries, character customization modular design and execution.
** recruiters, not all artwork is public, please contact me for portfolio password**