About
Who’s behind the work.
I’m AhabDev — a generalist 3D artist who handles the full pipeline. On a typical piece that means low- or mid-poly modeling, UVs, texturing, rigging and skinning, and getting the asset working in-engine.
When a project needs more than that, I write the custom shaders a look depends on and the code to set things up — so a piece doesn’t stop at “looks good in a render”, it runs in Unity, Unreal or VRChat. I’m comfortable across most styles, and can either slot into an existing pipeline or build the parts that are missing.
At a glance
- Pipeline
- Model · Rig · Texture
- Also
- Shaders · Tools · Code
- Styles
- Stylized → Realistic
- Engines
- Unity · Unreal
- Realtime
- VRChat · Game-ready
Services
Full pipeline
Modeling & Texturing
Low- and mid-poly modeling, UVs and texturing — characters, creatures, props and environments, stylized to realistic and built game-ready.
Rigging & Integration
Rigging, skinning and getting assets working in-engine — Unity, Unreal and VRChat (avatars, full-body tracking, PhysBones) — set up correctly and optimised for realtime.
Shaders & Code
Custom shaders and materials (Shader Graph / HLSL) when a look needs them, plus the scripts, setup and small tools to make a project run — and to fill pipeline gaps where needed.
Capabilities
Tools & skills
- Blender
- Low / mid-poly modeling
- UV mapping
- Substance Painter
- Texturing
- Marmoset
- Rigging & skinning
- Unity
- Unreal Engine
- Shader Graph / HLSL
- VFX
- Optimization
- VRChat SDK
- PhysBones
- Python / scripting
- Photoshop
Process
Brief → In-engine
- 01
Brief & references
- 02
Model (low / mid-poly)
- 03
UVs & texture
- 04
Rig & skin
- 05
Shaders & setup
- 06
Integrate & optimise