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The person behind the renders

Built frame by frame

Ten years of turning raw geometry into images people stop scrolling for. Here's the shape of how that happened.

I'm Hamid — a 3D artist based in Istanbul, obsessed with the point where precision meets emotion. What started as late nights bending default cubes into something interesting turned into a decade inside Cinema 4D, chasing the exact moment a render stops looking like software and starts looking like a photograph.

I don't treat lighting, materials, and simulation as separate disciplines — they're one argument for why an object deserves attention. Every project starts with the same question: what does this thing want to feel like?

0Years in CGI
0Projects shipped
0Brands served
Timeline

How the last decade rendered out

  1. 2016

    First paid render

    Talked a local furniture shop into a product render instead of a photo shoot. It looked rough. They paid anyway.

  2. 2018

    Went full CGI

    Retired the camera. Cinema 4D became the only tool standing between an idea and a finished frame.

  3. 2020

    First agency clients

    Industrial and consumer brands started asking for full launch films, not just stills.

  4. 2023

    Simulation-first workflow

    Fluids, cloth, softbody — physics stopped being a special effect and became the default starting point.

  5. 2026

    120+ projects shipped

    Still chasing the same feeling from the first render: the moment it stops looking fake.

Toolkit

What's actually open when I'm working

Cinema 4D

Primary modeling & animation

Redshift

Photoreal lighting & render

Octane

Fast lookdev iteration

Houdini

Simulation & procedural FX

Substance 3D

Material authoring

After Effects

Compositing & finishing

Principles

Three rules I don't break

Got something worth rendering properly?

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