Hard Surface · Vehicles & Mechanical Assets · Technical Art

I model things that have to hold up close.

Rig-ready vehicles and mechanical assets for games and simulation, checked by my own Python tools before they leave my hands. I work solo, I document as I go, and I would rather show you the tri count than the beauty pass.

Looking for work now. Remote, or happy to move.

Hard-surface work

Built the way a training pipeline needs it: right scale, clean topology, sane naming, LODs with recorded counts. The callouts are the numbers that matter.

Airport baggage cart, front three-quarter render

Airport Baggage Cart

A rig-ready ground support vehicle, with a vehicle readiness check added to my Blender audit tool.

Triangles at LOD0
15,880
Moving parts
8
Texture sets
3
Read the breakdown
A320 nose landing gear, three-quarter render

A320 Nose Landing Gear

A simulation-grade assembly delivered into Unreal Engine 5, with a full handover pack.

Triangles, LOD0 to LOD3
9,500 → 1,188
Texture sets
4
Engine
UE5
Read the breakdown

The tools behind the work, including the Blender audit script, are on the Technical Art page.

Environments

three levels

Spaces built greybox through to final lighting. Here the job is telling a story with a room, which is a different problem from hitting a tolerance.

About

I am a 3D hard-surface artist. I build vehicles and mechanical assets for games and simulation at real-world scale, set up ready to rig: pivots at the real hinge points, a clean hierarchy, LODs with recorded triangle counts, and PBR textures in Substance 3D Painter.

I also write Python tools in Blender that check an asset before it is exported, so the problems a rigger or engine artist would find get caught on my side first. My background in level design and environment art means I know where an asset ends up and how it is seen there.

I am comfortable working to an art director's brief inside a multi-discipline team, and equally comfortable owning an asset end to end.

Modelling
Blender, Autodesk Maya
Texturing
Adobe Substance 3D Painter
Technical art
Python (Blender API), Git
Engines
Unreal Engine 5, Unity
Also
Blueprint scripting, real-time optimisation, PureRef
Hard Surface Modelling Vehicles & Mechanical Assets Technical Art · Python Simulation & Training Real-Time Optimisation Blender · Autodesk Maya Adobe Substance 3D Painter Unreal Engine 5 · Blueprint Environment Art Level Design

Get in touch

I am looking for 3D hard-surface work on vehicles and mechanical assets for games and simulation, as a contractor or in a junior role. Remote suits me, and I am happy to relocate for the right studio.

olive.c.maxwell@gmail.com