Visuals for advertising and film that stay on-brand at scale.
I create high-volume, consistent visual content — combining a classic 3D background with AI tools I often build myself, so the look holds across a whole production instead of a single image.
Selected work
A few projects, and what each one shows.
Self-initiated work built to push range, consistency, and control.
The Last Naturalist
Advertising · Spec piece
ADAC — brand spec
A spec campaign made against ADAC's real corporate-identity guidelines — to show I can work inside strict brand rules, not just a free creative brief. Not affiliated with or commissioned by ADAC.
Narrative · Visual development
A narrative project where I designed a complete visual world — characters, environments, lighting — and held one consistent style across every frame, the way a real production needs.
Editorial · Custom tools
Fashion series, built with my own nodes
A fashion editorial where the whole visual language comes from tools I built myself. One node shifts the underlying image data to create the liquid, distorted textures; another works like an array modifier for images with alpha, generating the layered echo effects. The look isn't a prompt — it's a system I can direct and repeat.
Creature design · Process
Alien model
A creature design built to feel believable rather than cartoonish. The full build is documented in a one-minute breakdown — so you can see the exact steps, not just the result.
How I work
I show my process in the open.
I publish breakdowns of how I build my work on YouTube — including the custom nodes behind the looks above. You can see exactly how I plan and produce a project before we ever work together.
Most AI work is a black box — you get an image and no idea how repeatable it is. Mine isn't. That's the difference between a one-off result and a process a team can rely on under a deadline.
Why it matters
What you get working with me.
Consistency at scale
Characters, settings and brand look stay the same across hundreds of assets — not just the hero shot.
I build my own tools
When off-the-shelf software hits a wall, I build custom nodes — so the look is a system I control, not a lucky output.
A real 3D background
I direct AI the way a 3D artist directs a scene — composition, lighting and form, not just prompts.
Ready for real work
Built for production reality — deadlines, revisions and brand rules included.
ABOUT
I'm a Munich-based visual artist who came up through agency 3D production — craft first, AI second.
That order is the point. I spent 3+ years in agency 3D before specialising in AI, and I direct these tools the way a 3D artist directs a scene, instead of hoping a prompt works out. When the standard tools can't do what I need, I build my own — which is where the custom nodes behind my work come from.
I'm drawn to grounded, human-scale storytelling — the practical texture and optimism of late-80s and 90s blockbusters. The result is work that's repeatable, on-brand and ready to hand over, not a folder of lucky renders.
Tools
ComfyUI | Blender | Higgsfield | Kling | Photoshop | After Effects | LoRA training | Custom node development
Have a project that needs to scale without losing its look?
ftornack@gmail.com · +49 176 34820383 · Munich