SU-30, f/A-18F, And berkut rendered in unreal engine 5
su-30 — responsible for all aspects
ATARS — 3D Artist
RED 6
RED 6
At Red 6 I built 3D assets for ATARS (Advanced Tactical Augmented Reality System) — a helmet-mounted AR system that overlays synthetic aircraft and threats onto a pilot's real-world view during live flight.
This scene features three aircraft I took from reference to integration. I handled modeling in Maya, texturing in Substance Painter, and asset integration in Unreal Engine, including the environment and lighting setup. Because these assets live inside an actual training scenario — not a cinematic — silhouette accuracy matters more than surface polish. Pilots ID threats by shape and planform at distance, so getting the geometry right is a functional concern.
The atmospheric lighting was set up in Unreal to give the synthetic aircraft a believable physical context, keeping the AR overlay immersive when viewed through the headset.
This project was a constant negotiation between technical constraints and artistic fidelity.
AR platforms that demand physical accuracy for flight training are unforgiving environments for 3d art. the headset renders these assets in real-time over an actual pilot's view of the sky. There's no second take or post-process fix. Every decision has a performance cost that has a direct impact on the system's ability to function in air. The solution: low polycounts, consolidated texture sheets, and bare-bone rigging skeletons.
It's worth noting that the assets shown in my portfolio represent the underlying 3D work at full fidelity. In the actual ATARS headset, synthetic overlays are intentionallly semi-transparent — a critical safety requirement that ensures pilots maintain unobstructed situational awareness during live flight. We'll also push the metallic and specular levels to values beyond physically accurate ranges to be readable through the headset.
t6-c Texan — responsible for all aspects