One of Ronnie's character avatars

Senior Visual & 3D Designer

I've worked with design and illustration for more than 30 years, from graphic design and web interfaces to illustrations and book covers. For the last 15 years, most of that has happened in 3D.

Today I create assets for VR. On the side, I build sci-fi models, characters and imagery, and I'm open to commissions.

  • Key-frame & concept art
  • Concept models for games
  • Comic book references
  • Sci-fi characters
  • Rigged characters
  • Hard surface
  • Sculpting & clothing

Background

Three decades of making things look right

A long road from print and screen to real-time 3D. Each step still shapes how I work.

30+ years

Graphic design, web and UI design, illustration and book covers.

15 years

3D modelling: hard-surface, sculpting, characters, materials and rendering.

4 years in VR

NPCs with rigging and motion, clothing and materials, and the pipelines that tie it all together.

How it started

I've been working in Photoshop since 1994, with Deluxe Paint in the mix around the same time. Some time later I got my hands on Amapi 3D, and that's where my 3D journey began.

Then I was introduced to Blender, somewhere around version 2.5 or 2.6 (I honestly don't remember which). Slowly but steadily, I used more and more 3D to help out with my 2D illustrations, and the 3D part kept growing.

Between 2000 and 2011 I also wrote code: websites and online shops in .NET with SQL, and desktop applications for real-time inventory control. That background still comes in handy when I build pipelines and write Blender add-ons.

Photoshop I left behind many years ago. These days it's Affinity.

Tools

What I work with

Modelling, texturing and terrain in a small, dependable toolset. Deliveries are tested in the engines you're likely to use.

  • Blender
  • Marvelous Designer
  • Substance
  • Affinity
  • Gaea
  • Unity
  • Unreal Engine
  • Godot

I also write my own Blender add-ons for batch operations and other repetitive steps. It keeps the pipeline fast and the results consistent.

Commissions

How a commission works

You're involved the whole way. Nothing moves to the next step until you've approved the last one.

  1. Brief

    You tell me what you need: purpose, style, references, engine and deadline.

  2. Draft

    A sketch or blockout to agree on shape, proportions and scale before the details.

  3. Build

    Modelling, and for characters rigging and standard motions, with check-ins along the way.

  4. Materials

    PBR textures and materials, then delivery as .blend and .glb. Rigged characters for Unreal come as an Unreal project.

Price & time

Depends on the job

Prices vary, from a fixed price for a single model to larger projects. Delivery time varies the same way.

As an example, a standard character with regular clothing takes about 3–4 weeks, including rig and standard mocap animations.

Describe what you need and I'll get back to you with a price and a timeline.

See more

The best look at my work

ArtStation has finished pieces and process. On Sketchfab you can turn the models around in 3D, right in the browser.