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How it's done
It's taken me forever, it seems, to master one of the key elements of modelling in 3D: finding the right balance between render resolution and resource appetite. These days, I think, my models are as clean as they can be, while my textures - often constructed by blending and editing photographic sources, avoiding procedurals to encourage program compatibility - have actually been described as "beautiful". And not by me.
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Subjects
I did study architecture, but I'm not really interested in stresses and loads, only aesthetics. Buildings don't need to do anything as transitory - or as vain - as make a human statement: they should be beautiful. I'm lucky enough to live in an area rich in traditional architecture, so that even when I'm modelling a subject from elsewhere, I can be informed by familiarity with real styles (there are some very inauthentic castle models out there). I'm not averse to a little editing: a Georgian square is more versatile, as well as more beautiful, if I replace the 1970s municipal block on one side.

As well as trying to reproduce beautiful buildings, I model fantasy and SF interiors, exteriors and vehicles, and in these I often use recurring construction elements: this gives cohesion to these imagined worlds, but also lets me texture in more detail. Costumes, mostly historical, are for the most popular rigged figures for Poser and DAZ|Studio.
TRIM HERE: DOESN'T FIT!