Nothing here yet.
I'm Dag, a 3D technical artist and pipeline developer based in Sweden.
I sculpt and texture characters, build environments, and write the Python tools that make production run smoother. A background in game development and software engineering means I'm comfortable on both sides of the line between art and code.
Have a look around, and download a script.
Lund University, Faculty of Engineering (LTH), Lund, Sweden
The Game Assembly (TGA), Malmö, Sweden
School of Future Entertainment (SOFE), Karlshamn, Sweden
Character sculpting, texturing and 2D concept work. From a ZBrush sculpt and Mari textures to rigging and skinning, I take a character from first sketch to a deformation-ready, production-quality asset.
see examplesArchitectural renderings and large-scale environments, built with Houdini and Unreal Engine. This includes terrain and city-scale reconstruction for digital twin projects.
see examplesPython and Qt tools for Maya: rigging utilities, skin weight tools, custom menus and shelves, and pipeline automation that saves artists time every day.
see examplesGame development and Android apps. I trained at The Game Assembly and worked as an Android developer at Sony, so I can ship real-time projects and software, not only art.
see examples