THE ELDER SCROLLS | The Nord Warrior

I created the Nord Warrior for The Elder Scrolls cinematic trailer. My responsibilities included modeling, look development, and texturing. I also handled the grooming of the hair and fur using Ornatrix. With over 40 braids, this complex groom was particularly challenging, but it played a key role in defining the character’s personality


KNIGHT OF THE FALLEN EMPIRE | Arcann and Thexan

I was responsible for creating the main characters for the Star Wars: The Old Republic – Knights of the Fallen Empire expansion: the twin brothers Arcann and Thexan. I sculpted them in ZBrush, painted textures using Mari and Photoshop, and developed shaders in V-Ray.


LINDFORD

My interpretation of a mythical creature—the Satyr. I aimed to infuse him with a distinctive personality and create a natural, believable presence for this imaginary being. I focused on crafting a soulful presence, blending imagination with naturalistic detail to evoke a sense of authenticity and character.


Collaborative work with my friend Alex Taini, done back in 2016. I did the characters sculpt, textures, look development and rendering. Alex did the initial concept and we both iterated back and forth to end up on the look seen here:


FAR CRY 3 | Jason Brody

Jason, the main character of UBISOFT’s FARCRY 3 that I modeled, textured and did the look developpement at Blur Studio:


HALO 4 | Master Chief

I have modeled, textured and shaded the Master Chief character for HALO4’s launch video.


FACIAL EXPRESSION DEVELOPMENT

I sculpted, textured and also did the look Development of this head for this MOVA animation test done at Blur Studio. I also did the hairs in Ornatrix, and the lighting and rendering in Vray. For the blend shapes, I basically hand-sculpted 3 expressions in Zbrush and the resulting displacements were animated to get those folds and skin details.


MAFIA 3 | Lincoln Clay

This is the main character of the video game Mafia III. I modeled in 3dsmax, textured in MARI and sculpted in Zbrush.


I AM GROOT

I served as Character Supervisor across both seasons of I Am Groot on Disney+. Alongside my supervisory role, I had the opportunity to contribute artistically to several characters. For Season 2, I sculpted, textured, and developed the look of Baby Groot’s whimsical antagonist, the Squirrel Bird. The feathers were done by my friend Adel Benabdallah.

I also sculpted, textured, and handled the look development for all the little Lilliputians featured in The Little Guy episode. The main challenge was preserving their charming simplicity while subtly infusing realism to ensure they felt grounded within the show’s more realistic visual world

These are the whimsical Terma Birds I created for the Are You My Groot? episode in Season 2:

I was responsible for creating Groot’s cute onesies. I also reworked Baby Groot’s model to meet the specific needs of the show. The director’s style leaned heavily on close-ups, which required significant updates to the facial and eye models, as well as their textures. We also adapted both the model and rig to support the show's physical comedy. In Groot’s First Steps, for instance, Groot battles a bonsai tree and ends up tangled in his own stretched arms. To pull this off, we created an extended version of his arms, modified the rig accordingly, and added a layer of shot sculpting to refine the exaggerated, tangled look for maximum comedic effect


A WRINKLE IN TIME | Flower creature concept sculpts


THOR: RAGNAROK | Biff

Here’s a fun creature I sculpted at Luma for Thor: Ragnarok, created using ZBrush. As Character Supervisor on the show, I also oversaw the look development, facial rigging, and contributed to the design work for Korg and his fellow gladiators.


DOCTOR STRANGE 2 | Gargantos

I sculpted Gargantos, the giant tentacled creature featured in Doctor Strange in the Multiverse of Madness. On top of all sculpting/modeling, my work included concept development, all facial blend shapes, shot sculpting, and contributing to the texture work. The texturing and shading were beautifully completed in collaboration with the amazing Robert Pashayan and Brian Broussard, all under the expert guidance of Visual Effects Supervisor Olivier Dumont.

I was also responsible for the concept, modeling, and look development of the magical hands that bring about the tentacle creature’s ultimate demise:


GODZILLA X KONG | Tiamat

I was the Character Supervisor for the creation of Tiamat in Godzilla x Kong: The New Empire. In addition to my supervisory role, I had the opportunity to contribute extensively to the sculpting, design work, and some of the texturing. This creature came to life thanks to the incredible work of our all-star team—Robert Pashayan, Harold Novella, and Adel Benabdallah—with outstanding direction from the exceptionally talented VFX Supervisor, Olivier Dumont.


DOCTOR STRANGE 1 | Dormammu

These are some concept sculpts I created for Dormammu in Doctor Strange. Since his facial animations weren’t based on performance capture, I also sculpted the full set of blend shapes used to drive his dialogue during the exchange with Doctor Strange.


STAR WARS: THE ACOLYE | The Umbramoth

I was the Character Supervisor for the Umbramoth creatures in Star Wars: The Acolyte. In addition to overseeing their development, I had the pleasure of contributing directly to all the sculpting and some of the concept work myself. Shader and texture work was handled by John Lai, Robert Pashayan, and Adel Benabdallah.


Spider-Man: Far from Home | Molten Man

Here are some concept sculpts I created for Molten Man in Spider-Man: Far From Home. Unlike typical lava or fire creatures seen in films, Molten Man wasn’t built from a solid structure—instead, he was constantly shifting and growing throughout the sequence. This presented a unique challenge: we couldn’t rely on defined anatomy, costumes, or armor to shape his design. Instead, we had to craft a creature made entirely of molten lava—constantly evolving, yet still visually cohesive and recognizable from start to finish.

I was also responsible for the sculpting and concept development of Cyclone in the same movie:


DEAPOOL | Colossus

I worked on the version of Colossus that you can see in the sequences towards the end of Tim Miller's Deadpool. We received a base model and textures from DD. We then reconstructed shaders for our 3ds Max and V-Ray pipeline. I was tasked to lookdev this damaged version of Colossus. We received initial concept art, and were given the freedom to play around with the design. I used the undamaged Colossus as the base, then I re-sculpted, textured, and shaded him. I created the textures in MARI, modeled the cloth in 3dsmax and sculpted the cloth and body in zbrush.

I also had the opportunity to work on the fully CG, 85-second frozen-moment opening title sequence of Tim Miller’s Deadpool. I was responsible for modeling, texturing, and shading the head of the first character seen on screen, as well as grooming his hair and beard using Ornatrix. It was a particularly fun challenge, as I had to match the actor’s likeness entirely from scratch—without access to a scan and under a tight deadline.


HALO WARS 2 | Spartan Douglas

I was responsible for modeling, shading, and texturing the head of Spartan Douglas for Blur Studio’s Halo Wars 2: Announce Trailer. I also groomed the hair using Ornatrix. The armor was expertly crafted by Damien Canderle.


ANGEL STONE DEMON

This demon was a character I created for Blur Studio’s Angel Stone cinematic. I sculpted the model in ZBrush and hand-painted the textures using Mari.


CANDYMAN | Sherman

While the original plan involved using prosthetics combined with digital augmentation, it was ultimately decided to create a fully CG version of the character Candyman—Sherman Fields—to more effectively capture the brutal nature of his death at the hands of racist police officers. I was responsible for all sculpting, as well as the majority of the texturing and look development. Additionally, I created the facial blend shapes to bring the character’s expressions to life.


HALO 2 ANNIVERSARY EDITION | The Arbiter

I created the Naked Arbiter for the remastered cutscenes of Halo 2 Anniversary produced by Blur Studio. This character was featured in shots where the Arbiter appears without armor, and I also created the heads and hands for all Sangheili characters—including Heretics, the Armored Arbiter, Commander Rtas Vadum, Elite soldiers, and more.

Serving as lead character artist on Halo 2 Anniversary was one of my biggest challenges, as it’s one of Blur’s largest projects to date. We recreated 50 minutes of cinematics within a tight six-month schedule, producing over 70 unique character assets for the show.


THE ELDER SCROLLS | The Flesh Atronach

Here’s a monster I created at Blur Studio for The Elder Scrolls Cinematic Trailer.


EMILY

Here’s another character I worked on for Digital Human League. My primary responsibilities included creating shaders and textures, as well as converting scan data into a fully animation-ready model. The scan provided only the face with very dense topology, but not the entire head. To address this, I first developed an animation-friendly topology for the whole head, then projected the scan’s detailed information onto it. I re-sculpted and refined areas as needed and sculpted and textured the remaining parts of the head, including the hair, skull, neck, and back of the head. The hair grooming was expertly handled by Danny Young.

The previous images here is my own lighting and rendering, but the one bellow is lighted/rendered by other members of DHL and ITC (Chris Nichols, Koki Nagano, Oleg Alexander, Jay Busch.). Also, here’s a great video showed at SIGGRAPH 2015.


LYLE, LYLE, CROCODILE | Bulldog

Here’s a bulldog created by Luma Pictures for the film Lyle, Lyle, Crocodile. My friend Dan Edery completed the initial body modeling, after which I took over to refine and finalize the sculpture. I was also responsible for the texture work and look development.


THE GIRL WITH THE DAGON TATTOO INTRO

Here is an eye model I created at Blur Studio, featured in every close-up shot of the eyes in David Fincher’s stunning opening sequence for The Girl with the Dragon Tattoo.


ANT MAN AND THE WASP

Here are some ant concept designs I created for Ant-Man and the Wasp (2018). I also contributed to modeling and texturing The Wasp, as well as the hero ant models featured in many of the film’s key shots.


SPIDER-MAN: HOMECOMING | Spidey’s Digidouble

I collaborated with rigging supervisor extraordinaire Thanapoom Siripopungul to develop an innovative system for the Spider-Man digital double. I sculpted a series of modular costume folds that were automatically triggered based on the character’s movements. This approach significantly reduced the need for time-consuming cloth simulations on a per-shot basis and provided greater artistic control over the appearance of the folds. This was especially important, as the director had a very specific vision for how the costume should behave—something that is often difficult to achieve through simulation alone. I also sculpted numerous corrective shapes that were integrated into the rig to enhance deformations, and I experimented with cloth-sliding blendshapes, which ultimately proved to be very effective.


SHANG-CHI AND THE LEGEND OF THE TEN RINGS | Katy Chen

This is a digital double of Awkwafina portraying Katy Chen in Shang-Chi and the Legend of the Ten Rings. I handled the modeling, sculpting, texturing, and look development for the character. Here’s a render out of Arnold and a Zbrush image of my sculpt:


HARRY POTTER AND THE HALF-BLOOD PRINCE | The Cursed Necklace

I created the necklace model featured in Harry Potter and the Half-Blood Prince.


Here are a few miscellaneous sculpts I created just for fun: