Malaysian 3D Modeler and Character Artist currently working in Osaka, Japan at Capcom. Graduate of The One Academy, Malaysia in digital animation specialized in 3D modeling.
Always looking for a challenge, experimenting with new technologies, and looking to push visual qualities. Expanding my skillset, and spreading my vision through my ideas while bringing concepts to life.
Have experiences in:
- Characters, outfits, props and environment assets modeling. (Maya, Zbrush, Marvelous Designer)
- Hardsurface and organic modeling.
- UV, retopology of characters, props and environmental assets.
- PBR/Realistic and stylized modeling/texturing.
- Research & development of 3D scanning and cleanup workflows.
- Pre-rendered and real-time asset workflows. (Redshift, V-Ray, Arnold, Marmoset, UE5)
- High to low poly baking workflows.
- Look development and concept sculpting.
- In-house and proprietary game engine experience. (Supporting in-house engine/feature development and testing)
*More works can be shown upon request.
Part of Capcom R&D Division 1.
Titles involved:
『Biohazard / Resident Evil: Requiem (RE9)』- 2026
『PRAGMATA』- 2026
『Biohazard / Resident Evil: Veronica』- 2027
Worked on and contributed to various things such as key characters and creatures, supporting characters, hero assets, props, R&D, look development, concept modeling, quality benchmarks, documentation, and collaboration/marketing assets.
Part of the community team at Orbifold Studios along with NVIDIA, responsible for remastering all of Half-Life 2's game assets with modern Physically Based Rendering (PBR) properties, and leveraging NVIDIA technologies to let audiences re-experience the iconic game with modern visuals and rendering techniques. I am responsible for remodeling and retexturing characters to modern standards.
Freelance Character and 3D Artist for a variety of projects. (Commercials/Games/Films/Product Renders)
*Notable Projects*
Freelance Character Artist for an upcoming indie game by *REDACTED*
- Creating high and low poly character models to be used in game.
- Concept sculpting for the client to see what works best when translated into 3D.
- Modelling and texturing characters, character outfits/props, as well as hair cards creation.
Character Artist for Half-Life 2 RTX by Orbifold Studios/NVIDIA
- Character Sculpting/Retopology/Baking/Texturing based on original models from Half-Life 2 (2004).
- PBR Texturing and Hair cards creation based on character needs and limits.
High quality product/asset modeling and renders for films, brands, and commercials
- High resolution Sub-D modeling of products for use on product pages, commercials, and films.
- High quality texturing, lighting, and rendering of products/assets using Substance Painter, Mari, Redshift, Arnold, and some real-time scene creation in Unreal Engine
Responsible for Modeling/Texturing 3D Characters, Outfits, Props, Assets. Look Development, Research and Development and some hair simulation for a wide variety of cinematic projects.
Clients and projects involved:
- SMITE by HI-Rez Studios
- Stylized game cinematic for a game by COLOPL
- IdentityV by NetEase Games
- Multiple Glow Production real-time Unreal Engine 5 short films.
Responsible for Remodeling and Retexturing Assets for a game event commercial (Free Fire Garena)
https://youtu.be/t2Mhe_WFgQg
https://youtu.be/DDgLra4IU-I