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 Maya & Substance workflow

I maintain a full Maya-to-Substance pipeline. I model and UV-unwrap assets, then author layered PBR materials in Substance Painter—from vehicle hard-surface panels and interior furnishings to large-scale exterior surfaces—using smart materials, generators, and hand-painted masks.

Back in Maya, I set up production-quality lighting rigs with HDRI, IES profiles, and volumetric effects, and render the scenes using Arnold.

I also leverage custom Python tools to automate texture exports, scene assembly, and batch renders, ensuring a streamlined, high-fidelity workflow.

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