I started my career in 3D scanning and modeling in 2004, contributing to some of the earliest high-fidelity scanned human characters used in visual effects and games. In 2012, I founded and ran my own 3D scanning studio for a decade, delivering assets and pipelines for film and tv, AAA games, and emerging XR applications.
In 2021, I joined a leading volumetric capture facility, collaborating with a team whose digital human and technical development work has been recognized with several industry awards. I specialize in photogrammetry, volumetric capture workflows, and custom-optimized 3D assets.
Below is a selection of my work showcasing my 3D scanning and modeling projects.
Quick recap of the latest volumetric capture and 3d scanning projects.
A review of some of the 200+ projects from the past 22 years, ranging from television to film to video games.
3D Scanned and optimized thousands of characters for games like Grand Theft Auto IV and V, several Hitman titles, Ghost Recon Wildlands and Breakpoint, Max Payne 3, Kane & Lynch 1 and 2, and many others, including independent studio and student work.
Supervised the stage and processing teams on several productions involving the capture of actor's performances for shows such as Wednesday, The Flash, Aquaman 2, Avatar: The Last Airbender and many more. Our work won the VES Best Emerging Technology Award as well as the Asian Academy Creative Award for best VFX.
Created digital twins of film sets and environments using photogrammetry and laser scanning for shows like Squid Game, Bullet Train, Fast and Furious, For all Mankind and many others.
Replicated tools and environments for high-risk profession training simulations. Each asset was first disassembled whenever possible and recreated in its individual components to mimic real-world operation.
3D Modeled several WW2 warships, such as the USS Vestal and USS Arizona, as they existed on the day of the Pearl Harbor attack, including their latest upgrades and armaments. The resulting models served multiple purposes, including previz, bases for final CG assets as well as reference for physical set builds.
3D scanned, cleaned up and re-modeled Morse code device, Bell telephone and other artifacts for archival and educational purposes for the Smithsonian Institute. Assets were optimized for online interactive displays as well as for 3D printing.
Reconstructed the main Chicago street from "Shameless" so the cast and crew could continue filming in Los Angeles during COVID quarantine restrictions. This project involved scanning and optimizing the entire street on both sides, a challenging proposition considering the dilapidated nature of most of the structures.
Cast, style, 3d scan and optimize people's faces for use in AAA video games, such as capturing dozens of FACS as blendshapes to feed high-end hybrid facial animation rigs.