A collection of the visual side of my game-development work: mostly hard-surface 3D modeling and texturing, with game-ready assets, vehicle work, and occasional 2D texture or art experiments.
Game-focused asset work
I usually build around practical game-art constraints rather than standalone renders: readable silhouettes, efficient geometry, usable materials, and assets that can move cleanly into a real-time engine or modding pipeline.
Sketchfab
Browse my published interactive models, inspect them in 3D, and see newer work as I add it.
Open @decoloresdude ↗Featured Model
// INTERACTIVE 3DNSDF Super Heavy Tank — “Goliath”
A Battlezone-inspired heavy vehicle model published to Sketchfab. The embedded viewer lets you orbit, zoom, inspect the asset, and view it fullscreen without leaving the site.
Workflow
// MODEL → MATERIAL → ENGINEBlender
Hard-surface modeling, proportion work, UV preparation, cleanup, and export for game or mod pipelines.
Substance 3D Painter
PBR material authoring, wear and surface detail, masks, and texture-set preparation for real-time assets.
Real-time use
Testing assets in-engine or in the target game, then iterating on scale, readability, materials, and technical constraints.
More Work
// SKETCHFABSketchfab is the live portfolio for my published 3D work, so it is the best place to browse the full set rather than duplicating a static gallery here.