A selection of my own models for a Unity VR research project, from reference capture to final PBR assets, fully optimized for real-time interaction.
Created during my time as Lead Modeler, these were modeled entirely by me from start to finish. Reference capture was an on-location team effort using both photography and structured light scanning. Each asset went through a complete workflow — Modeling, UV unwrapping, PBR texture creation, and VR optimization.
Most geometry was modeled manually, with shrink-wrapping to the 3D scan where possible. I also experimented with Cinema 4D’s Volume Builder for smooth shape intersections, and sent the result through spline-guided remeshing to save some time.
I also worked closely with our Unity developers to integrate eye-tracking functionality and interactive faucet handles into the VR environment.