Hello, I’m BDCV— a 3D+ artist.
I picked up 3D close to 10 years ago. Because there was a need: Art.
Architecture. Fashion. Cars. Weaponry. Environments. Pets.
The following was created entirely by me.
Spectrum˙
A Counter-Strike 2
Skin Collection
Pearlescent, with Normal Map support. [PBR]
Soundtrack provided by Monstercat.











And more.

the texture and color processes to export for 3 channels. [PBR]
Text/Masks are combined here.
A procedural weapon generator, for an infinite number of variants.

Per frame randomization, in the video it is at the 19,000th iteration.

In this case, I created a generator for weapons. Let us not find a limit, as we can choose to build anything together.
Sublime Architecture.

Enjoy this experience here.
An entire world packaged as a .3D file.

Path tracing becomes a reality on the web.




Sublime Architecture cont.




Play here.
Takes a bit to load in, hasn’t gone through final optimization.

Deployed via Oncyber, it’s one giant .GLB file on the browser.
I used 8+ programs to bring it to life.


“ARTWORK”









And a Proof-of-Concept.
A Procedural Terrain
Automatic file naming conventions
Geometry tiles
Vertex colors
Automatic, organized and fast iterative workflow designed for ease of use in Roblox Studio.
The Roads and their elements [road markings, road rails, sidewalk] are procedurally generated from a single editable curve.
Buildings vary in size, and yet every floor is the same height.
Simple, yet could be much more powerful.

Words don’t do art justice. Experience this game for yourself in Roblox here.




Much like the terrain, the road system and its components are automatically sliced, so they can be imported with ease in Roblox Studio.
In a single click, let there be thousands of trees. Randomized orientation, scale, and color. Density based on the terrain’s slope.
I research technology to build the games of tomorrow. I help artists, including myself by doing so.
In a rapidly evolving technological world, it is of great benefit to have an artist that can navigate it from day one.

See it >Here<
My abilities include— but are not limited to:
> 3D Modeling, Sculpting, UV’s & Texturing
Maps, Pets, Environmental, Vehicles, etc.
> Optimized and Performant Asset Creation
> Algorithmic Content Generation
> 3D Sim, Animation. Rigging
Cloth. Smoke. Particles. Fire. Destruction. Storms. Oceans. Characters
> Game Design
Map Layouts, Look Development, Pipeline Creation, etc.
> Rendering
Short Films. Still Frames. VFX. In-game Icon/Thumbnail assets
> AI-First
I use AI to bridge the software gap between what is real and not.
Proficient in:
Roblox Studio [+10 Years]
Houdini [Procedural workflows, pipeline creation, node-based, industry standard, +3 Years]
Blender [+8 Years]
ZBrush [3D Sculpting]
Substance Painter [3D Texturing, +7 Years of experience]
Adobe CC [Photoshop, Illustrator, Premiere, After Effects, 8+ years of experience]
Nuke [Video Editing, VFX]
Octane [GPU Renderer]
3Delight NSI [CPU Renderer, capable of large scenes that don’t fit in VRAM, industry standard]
Previous Achievements:
Lead 3D Artist for Emergency Response: Liberty County. During my 1 year there, I helped the game reach a new record of 45,000 concurrent players. Work is still live, in-game. Timeless
Created Little Miami, the Flamingo DAO‘s first artwork gallery for their $60M+ collection.
Creator of Spectrum˙ the Counter-Strike 2
Skin Collection.
Created this game in 2018. My journey into 3D begins. Created my first Roblox game in 2010. Invited to RDC 18′

Flashback to OG Jailbreak. Similar timeline.


The following work was created by me in 2021. For Emergency Response: Liberty County.

Created by me.





The assets below are seen in Roblox Studio







And much more ^.^




Modeled using Blender, imported into Houdini to extract materials and automatically separate materials into different objects for ease of use in Roblox Studio.
Experimental development.


