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3D Modeller & Texture Artist

Graydon
Keane

Self-taught 3D artist specialising in hard-surface modelling, game-ready assets, and real-time optimisation. 7+ years building worlds one polygon at a time.

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Years Experience
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Assets Created
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Studios Worked With
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Happy Clients — %
Hard Surface · Weapons · Props · Environments · PBR Texturing · Stylised Art · UV Optimisation · Hard Surface · Weapons · Props · Environments · PBR Texturing · Stylised Art · UV Optimisation ·

Portfolio

The Artist

I'm a self-taught 3D modeller and texture artist based in Melbourne, Australia. I've been making game-ready assets for over seven years — every triangle counts.

I specialise in hard-surface modelling, weapon creation, stylised props, buildings, and real-time optimisation for multiplayer games. My workflow spans the full asset pipeline: blockout, low/high poly, UV unwrapping, baking, texturing, and presentation rendering.

I don't need hand-holding. Seven years of freelancing have made me reliable, fast to iterate, and easy to collaborate with. I care about readability, shape language, and making things that look great without tanking your polycount.

Hard Surface
Weapons, vehicles, props
PBR Texturing
Substance Painter workflow
Optimisation
Real-time game-ready assets
Full Pipeline
Blockout → final render
Blender
Substance Painter
Marmoset Toolbag

Where I've Been

2023 — Present
Freelance 3D Modeller / Texture Artist
Eight Bit, NOOBEstudios & Sports League — iNoobe
My most substantial body of work. Hundreds of assets produced across multiple concurrent Roblox experiences — weapons, props, buildings, trees, rocks, and gameplay assets at scale. Maintained consistent quality and optimisation standards with minimal oversight.
2025
Freelance 3D Modeller / Texture Artist
NeQzon Studio
Short-term engagement creating stylised swords and RPG props for Roblox. Matched an existing visual identity and maintained stylistic consistency throughout.
Early 2021 — Early 2022
3D Modeller / Texture Artist
IG Studios — Caliber
First team role. Weapon modelling and hard-surface asset creation within a structured real-time production pipeline. Collaborated with the development team on revisions and implementation.

Get In Touch

Available for freelance work, commissions, and full-time positions.