At Covisart, I modeled armored vehicles and buildings with attention to scale accuracy and realism. I created game-ready assets for real-time engines, optimizing polygon counts, UV layouts, and texture resolutions while maintaining visual fidelity.
I also prepared assets for real-time use with LODs, collision meshes, and proper scaling, and integrated models into Unreal Engine. My work included creating textures and materials for PBR workflows.

