System Online

MAC300

13 years of fusing technical precision with artistic vision. Creating immersive VR/AR assets, game environments, and production pipelines.

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ELITE_Protocols
Trauma Railgun
Inspect_Detailed_Render
Scan
SYSTEM_PROCESS_SCAN
PHASE_01: Image-Gen

Generating references.

PROT_ID_99HERO ASSET // PBR WORKFLOW // R3F

Trauma Railgun

System_Briefing

A current flagship initiative demonstrating next-gen hard surface workflows. Utilizing AI for concept-art, Plasticity for prototyping, Blender for optimization and R3F for narrative showcase. Check [RECRUITER DOSSIER].

Tech_Architecture

Blender 5.0+R3FPBRPlasticityAI Image-Gen

Logic_Chain_Expanded

Image-Gen
STAGE_01
Image-Gen

Generating references.

Modeling
STAGE_02
Modeling

Prototyping and modeling.

Optimization
STAGE_03
Optimization

Remesh and polygon reduction from 100K to 38K.

Optimization
STAGE_04
Optimization

Remesh and polygon reduction from 100K to 38K.

Optimization
STAGE_05
Optimization

Remesh and polygon reduction from 100K to 38K.

Optimization
STAGE_06
Optimization

Remesh and polygon reduction from 100K to 38K.

UV Pack
STAGE_07
UV Pack

Tight UV pack.

Texturing
STAGE_08
Texturing

Textures export. PBR with emission map.

Material
STAGE_09
Material

1 Material. 1 set of 4k textures.

SPECIALIST_Protocols
Alchemy Lab
Inspect_Detailed_Render
PROT_ID_1VR // PUZZLE

Alchemy Lab

System_Briefing

Stylized environment for VR. Created with my work college Natalia.

Tech_Architecture

BlenderSubstanceUnity
Galactic Speeder
Inspect_Detailed_Render
Scan
SYSTEM_PROCESS_SCAN
PHASE_01: Sketch

Simple concept drawing.

PROT_ID_2PROP ART // CONCEPT

Galactic Speeder

System_Briefing

Model of Galactic Speeder, modeled from my own concept sketch, implemented in VR. Concept prototype for VR game.

Tech_Architecture

BlenderPlasticitySubstanceUnity

Logic_Chain_Expanded

Sketch
STAGE_01
Sketch

Simple concept drawing.

AI-Gen
STAGE_02
AI-Gen

AI version.

Modeling
STAGE_03
Modeling

Blockout from concept.

Testing
STAGE_04
Testing

Testing with lights, volume and scale analysis.

Texturing
STAGE_05
Texturing

Texturing and testing light.

Controllers
STAGE_06
Controllers

Vehicle steering controllers design.

Alchemist Forest
Inspect_Detailed_Render
PROT_ID_3STYLIZED ENV

Alchemist Forest

System_Briefing

Concept art rendered in Cycles for VR escape room. Hand painted textures.

Tech_Architecture

BlenderCyclesSubstance
Hydropolis Game
Inspect_Detailed_Render
PROT_ID_4VR ARCHITECTURE

Hydropolis Game

System_Briefing

Designed tower and environment with full autonomy. Challenge: Creating vast forest terrain running in realtime on Quest 2. Close collaboration with developer and delivery of all needed specs.

Tech_Architecture

BlenderSubstance PainterUnity
Towimor Auto Windlass
Inspect_Detailed_Render
PROT_ID_5INDUSTRIAL HARD SURFACE ANIMATION

Towimor Auto Windlass

System_Briefing

High-fidelity visualization of complex industrial machinery. Workflow involved CAD-to-Poly conversion, rigging real-world mechanical systems, and engineering-grade rig system. Generative texturing for speed. Weather change and chain with anchor mechanics.

Tech_Architecture

BlenderCAD-DataRiggingGen-TexturingCycles rendering engine
VR Offshore Platform
Inspect_Detailed_Render
PROT_ID_6OPTIMIZATION // UNREAL ENGINE VR

VR Offshore Platform

System_Briefing

Complete environment optimization for VR in Unreal Engine. Agressive reduction of draw calls and polycount from Cinematic PC assets to Quest 3 targets.

Tech_Architecture

Unreal EngineRenderDocOptimization
Spy Game Room
Inspect_Detailed_Render
PROT_ID_7ENV DESIGN // PUZZLE

Spy Game Room

System_Briefing

Soviet-era office environment for a VR puzzle game.

Tech_Architecture

BlenderUnity Engine
TECHNICAL_Protocols
Early Concept Art
Inspect_Detailed_Render
Scan
SYSTEM_PROCESS_SCAN
PHASE_01: Ruined city

Atmospheric shot of ruined city

PROT_ID_8CONCEPT ART

Early Concept Art

System_Briefing

Concept art for indie game project. 3D blocking and matte painting. Also created some environment assets, weapons and props. I have big sentiment for this project, I had opportunity to work with a great guy - David - project founder. That was my first contact with game dev.

Tech_Architecture

BlenderPhotoshop

Supplemental_Data

Logic_Chain_Expanded

Ruined city
STAGE_01
Ruined city

Atmospheric shot of ruined city

Rail bridge
STAGE_02
Rail bridge

Shot from destroyed bridge.

Sculpting Sessions
Inspect_Detailed_Render
PROT_ID_9Sculpting

Sculpting Sessions

System_Briefing

Set of sculpted creatures. Building organic proficiency.

Tech_Architecture

Blender
Sci-Fi Props
Inspect_Detailed_Render
Scan
SYSTEM_PROCESS_SCAN
PHASE_01: Wireframe

Wireframe view.

PROT_ID_10Modeling // Texturing

Sci-Fi Props

System_Briefing

Set of custom sci-fi assets, PBR, lightweight. Testing early Evee capabilities.

Tech_Architecture

BlenderSubstanceEvee

Logic_Chain_Expanded

Wireframe
STAGE_01
Wireframe

Wireframe view.

Test shot
STAGE_02
Test shot

Shot from different angle.

Gabon Animals
Inspect_Detailed_Render
PROT_ID_11R&D // ANIMATION

Gabon Animals

System_Briefing

Advanced creature animation study (Gorilla & Elephant).

Tech_Architecture

BlenderUnreal EngineAnimation
Photogrammetry
Inspect_Detailed_Render
PROT_ID_12SCAN

Photogrammetry

System_Briefing

Raw nature scans captured during a bike trip, processed in Blender.

Tech_Architecture

BlenderRealityScan
Sci-fi VR Corridor
Inspect_Detailed_Render
PROT_ID_13TRIM SHEETS

Sci-fi VR Corridor

System_Briefing

Testing trim sheet workflows for VR environments. Everything built only from 3 materials.

Tech_Architecture

BlenderUnity EngineTrim Sheets
Machines Rigging
Inspect_Detailed_Render
PROT_ID_14RIGGING SYSTEMS

Machines Rigging

System_Briefing

Complex mechanical rigging study.

Tech_Architecture

BlenderRigging
Fish & Worm
Inspect_Detailed_Render
PROT_ID_15ORGANIC // AR

Fish & Worm

System_Briefing

Organic modeling and animation study, later adapted for an AR showcase.

Tech_Architecture

BlenderAR
Hirek Character
Inspect_Detailed_Render
PROT_ID_16CHARACTER DESIGN

Hirek Character

System_Briefing

Mascot design for a mobile network startup.

Tech_Architecture

BlenderPhotoshop
User_Progression_Log

Skill Evolution Tree

2012-2016

INITIATE

Foundation Layer

2017-2020

OPERATOR

Pipeline & Execution

NOW

SPECIALIST

Current Proficiency

IN PROGRESS

ELITE

Forging Skills...

FUTURE

LEGENDARY

Unlock only at [YOUR_STUDIO]

SYSTEM_IDENTITY_LOG_V2.0

ABOUT THE CREATOR

Merging technical precision with artistic curiosity.

Profile
PREVIEW_AUDIO
MUSIC: Y2K - KARL CASEY

INITIALIZATION SEQUENCE

My 3D journey ignited with childish sketches and quirky animations on an Amiga 1200. From those 8-bit beginnings to professional pipelines, I've always been obsessed with digital creation.

In this lab, I blend technical precision with artistic wonder. Whether it's Python scripting in Blender, optimizing assets for VR in Unity, or working with local and cloud AI models—I treat every project as an experiment.

Initialize Collaboration
STATUS: AVAILABLE

SYSTEM_LOGS / EXPERIENCE

Current

Freelance Senior 3D Artist

Mac300LabCurrent
2017

From Junior to Senior 3D Artist

Lune.xyz2017 - 2025
2015

Freelance 3D Artist

Independent2015 - 2017
2014

Graphic Designer & IT

Furniture Co.2014
2013

Freelance 3D Generalist

Independent2013 - 2014
2012

3D Artist

Game: "Rebirth"2012
2008

Designer

Local Newspaper2008 - 2012
MODULE_CONFIGURATION

ACTIVE MODULES

Current system capabilities and software proficiency levels.

Blender

Modeling & Pipeline
100%
  • >Full pipeline mastery (2.48b to current)
  • >VR/AR optimization & Retopology
  • >Python scripting for automation
  • >LIDAR to Point Cloud conversion

Photoshop

Texturing & Post
98%
  • >Texture map generation for PBR
  • >Marketing visuals & compositing
  • >Hand-painted textures for VR

Unity

Game Engine
85%
  • >ShaderGraph & Optimization
  • >VR/AR Environment setup
  • >Mobile AR performance tuning

Source Control

DevOps
80%
  • >Basic Git workflows
  • >Asset integrity management
  • >Branching & Merging strategies

Substance Painter

Texturing
75%
  • >PBR Pipeline for Real-time
  • >Smart Material creation
  • >Baking & Optimization

Plasticity

CAD Modeling
45%
  • >Hard-surface technical props
  • >CAD to Poly refinement
  • >Rapid prototyping

Unreal Engine

Game Engine
30%
  • >Basic setup

ZBrush

Sculpting
25%
  • >Basics
  • >Retopology prep

After Effects

Motion Graphics
30%
  • >Compositing 3D renders
  • >VFX integration
  • >Showreel editing

NerfStudio

Guassian Splats
30%
  • >Learning basic workflows

AI Tools

Dev&Research
30%
  • >Testing AI tools daily
  • >Expanding own possibilities
  • >Research and Development
System Status: Ready
SIGNAL_STRENGTH: 100%

ESTABLISH CONNECTION

Open channels for collaboration, commissions, or technical inquiries.

DIRECT_MAIL

m@mac300.pl

DISCORD_FREQ

@mac300

COORDINATES

Milicz, Poland

TRANSMISSION_FORM