THE REAL AND THE SURREAL

I create worlds I would want to dream in, spaces where the boundary between species dissolves and death is not an ending, but a transformation into something infinite.

LUMORYN
Softwares: Blender 3D / Cycles - Lightroom - Premiere Pro
The first entry in the Lantern Carriers series. A dead creature that does not belong, moving through a world of light and color, powered by the souls carried within its lantern. The series began with a feeling most people know quietly: being present somewhere without truly fitting in. From that, I built a universe where contrast is not a flaw but the source of motion itself.
The concept, modeling, rigging, texturing and animation were built entirely in Blender. Topology was optimized for animation by hand. Weight painting was refined for natural deformation across the joints. The walk cycle was developed from studying real quadruped locomotion references and cleaned in the Graph Editor. Softbody simulation was applied to the lantern chain. Lighting and environment were built in Blender.
1.4M views on Instagram · 400K views on TikTok · 190K interactions
MORRYN
Softwares: Blender 3D / Cycles - Lightroom - Premiere Pro
The second entry in the Lantern Carriers series, a world of decayed creatures animated by the force within their lanterns.
Concept was developed in Firefly, then brought into Blender for full production. I corrected the topology manually, rigged the character and refined weight painting for natural deformation. Textures were fully reworked through the Shader Editor. The walk cycle was built from studying deer documentaries and horse locomotion references, then cleaned in the Graph Editor. Softbody simulation was applied to the lantern chain; the toxic gas was built with fluid simulation, timed to suggest breathing. Lighting used two dominant lights, three fills and an HDRI. The entire environment was built by hand in Blender.
GRIMVYN
Softwares: Blender 3D / Cycles - Lightroom - Premiere Pro
The third entry in the Lantern Carriers series, produced in collaboration with Tripo. Two creatures brought into Blender for full production, topology corrected and optimized for animation, textures reworked manually for realism, fur systems designed in Blender.
Cloth simulation was applied to the fabric and softbody simulation to the lantern chain. The walk cycle was developed from motion reference and refined in the Graph Editor. A dark atmospheric tone was chosen deliberately, the lantern becomes the primary light source, creating a sharp contrast between warmth and shadow across both characters.​​​​​​​
IF DECAY: BLOOM()
Softwares: Blender 3D / Cycles - Lightroom - Premiere Pro
The first entry in the After Death series, an exploration of what remains and what grows in the space between death and disappearance.
The spider was modeled, textured and rigged entirely from scratch. The web was generated using Geometry Nodes, allowing organic variation across the structure. The skeleton is a 3D scanned base, integrated into the scene through custom lighting and material work. Crystals and rocks were modeled in Blender. Plant assets are licensed; all environment composition and lighting are my own.
The contrast between decay and bloom, skeleton surrounded by pink flowers in soft daylight, is the central visual argument of the series.
540K views on Instagram · 53K interactions
CORTEX
Softwares: Blender 3D / Cycles - Substance Painter - Meshy - Lightroom - Premiere Pro
The third entry in the After Death series. This piece explores environmental collapse and biological adaptation, the idea that as ecosystems deteriorate, lifeforms evolve in response. The UI notifications floating around the creature are original designs inspired by iOS, functioning as a narrative device: a biological network broadcasting alerts to a world that may no longer be listening.
The mantis base mesh was generated in Meshy, then fully retopologized and sculpted to achieve the final form. Textures were built in Substance Painter and refined through the Shader Editor. The character was rigged and animated entirely by hand. The human skeleton is a 3D scanned base, retextured in Substance Painter and integrated through custom shader work.
White grass and mushrooms were modeled in Blender. Shrub assets are licensed. All environment composition, lighting and UI design are original.
EXUVIA DIVINITY
Softwares: Blender 3D / Cycles - Lightroom - Premiere Pro
A study in symbiosis. Two species performing their own movement until the point where they merge and neither leads. The question of who controls whom remains deliberately unanswered; both are shaped by the environment around them.
The hologram across the character's eyes reads "no future", a tension between technological augmentation and primal existence. She belongs to the future but moves like she never left the cave.
The human character is a DAZ3D base, heavily modified in Blender. Facial enhancements, technological elements and the holographic effect were built on top. The spider was modeled and textured entirely in Blender through the Shader Editor, rigged and animation-ready. Spider animation was hand-crafted; the character's movement is a Mixamo animation remapped and refined to fit the character. Camera, lighting and environment composition were built in Blender. Vegetation and trees are licensed assets.
ORBIT
Softwares: Blender 3D / Cycles - Substance Painter - Lightroom - Premiere Pro
A betta fish orbiting a world it cannot enter, above an ocean it will never touch. Solitude as the central condition of the species; territorial by nature, built for isolation, circling endlessly in a space that offers everything except belonging.
The fish was modeled in Blender, textured in Substance Painter and refined through the Shader Editor. The animation references the characteristic betta movement pattern: a sudden burst forward, a suspended stillness, then motion again. Fin simulation responds naturally to each shift in momentum. A particle system trails behind the creature during movement. The sphere form and overall concept were developed in Blender. Plant cover and rocks are licensed assets.
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