A 3D artist turning rough ideas into clean, believable images — hard-surface, props and the light that makes them feel real.
Hi, I'm Mert — a 3D artist and generalist based in Istanbul.
Since 2021 I've worked across games and marketing, focused on hard-surface modeling, props and lighting. I care about clean forms, honest light and images that read at a glance.
The "Yuletide" pistol was designed for the Crystal Siege event in Critical Strike, a mobile first-person shooter. The concept blends sci-fi and Christmas themes into one distinctive weapon design.
The high-poly mesh was built entirely in Plasticity. Baking was done in Marmoset Toolbag, and all texturing was handled in Substance Painter.
Hope you enjoy it!











AMARI is a blueprint weapon concept built around an angelic event theme — winged gold detailing, glowing inner cores and a ceremonial, almost divine presence.
I designed the concept entirely from scratch and handled the full workflow myself, from blockout to final render. It's built as a clean, real-time, game-ready asset: a single material and a single UV map, coming in at 9,706 tris.







Hero's Shield is a game-ready, equippable prop built for a first-person shooter mobile game. It blends medieval and fantasy aesthetics — intricate gold patterns, iron spikes and heavy chains — inspired by a mythological event.
The silhouette and textures are made to carry a story: epic battles, and the heroes who once wielded it.





Driftmaster is a weapon concept built for "Deadly Drift", an in-game event for the mobile shooter Critical Strike. The whole concept — silhouette included — was designed directly in 3D with a blockout-first approach, turning automotive parts (engine headers, a nitrous bottle, a coil-over) into a firearm.
Built game-ready for mobile: a single material, 11,248 triangles.





