Grant Diffendaffer
Art
Design · Fabrication · Technology · Ideas
Grant Diffendaffer
Design · Fabrication · Technology · Ideas
Environment Art
Unreal Engine · Photogrammetry
Reality Capture & 3D Scanning
Photogrammetry
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Design
Fabrication
Technology
Ideas
AI Platform Orchestration
Grant Diffendaffer
Recent work

EDC Las Vegas 2026 · Engineered Artworks
Scenic 3D modeling. 204 CNC foam parts delivered with documentation.
Structural modeling by Fritz Friedensohn.
An estimated 500,000 people attended.
Install photography + lighting design by Phil Spitler
Watch the reel · 2:55
Same eye, three toolchain generations — Pikazo (2017), Disco Diffusion (2022), and the integrated pipeline I build on today. Trained on clay since the 1990s.

Extended Installation · Golden Gate Park
3D Visual Development Lead.
Artist leads: CJay Roughgarden, Stephanie Shipman, Jacquelyn Wrenne Scott.
Photo by Zach Bruce.
The throughline
The platform I work on today is the top of a stack. AI augmentation and state-of-the-art technology atop a strong base of practical experience.
2024 – present
An integrated pipeline tying ComfyUI, TRELLIS, FLUX Klein, Substance Painter, Rhino, and Unreal Engine 5 — orchestrated through thirty-plus MCP servers I integrate and maintain (one of them, the Substance Painter MCP, I built from scratch and shipped open-source). Current centerpiece: Mars Attacks Coachella — concept image to AI-generated mesh to parametric build to photoreal UE5 render to generative finish pass. One operator, end to end.
2023 – present · partner to artists
Daisy Lane Portal for EDC Las Vegas 2026 — 204 CNC-cut parts plus parametric flower centers from a single Rhino model. Public-art commissions through partner studios as senior designer and technical lead. My job: take an artist’s intent and hand back something a fabricator can build.
2015 – present · my own work
Museum of the High Seas — a UE5 environment built from architecture and artifacts I scanned in museums, then reassembled in engine. Storied Haven — a full-scale industrial artwork by Bree Hylkema and Five Ton Crane, modeled via photogrammetry and rendered into a cinematic in Twinmotion.
2015 – present · reality capture
Photogrammetry as a deliberate field practice. The Phoebe Hearst Museum sarcophagus, plus the interiors and sculptures that became my Museum of the High Seas. Object scans for the Mitchell Gate at the Culinary Institute of America through Gordon Huether Studio — asparagus and an artichoke, reproduced at architectural scale. A scan is only as good as the photographer who shot it.
2009 – present · digital fabrication
CNC milling, laser cutting, FDM and SLA 3D printing, large-format FGF printing. Years running production at Model No. as Director of 3D Printing taught me what tolerance a shop needs, what a file must contain, and which shortcuts always come back to bite you.
1990s – present · studio practice
Polymer clay and ceramic studio practice. Published author on advanced clay technique. International workshop instructor — US, Canada, Spain, France, Liechtenstein. Galleries and museums across the country. Decades of making things by hand: learning what materials want, where forms break, how light reads on a real surface. The eye was trained by material before software.
Concept down to fabrication. Material up to concept. I work the full pipeline in both directions.
Offerings
Most engagements span more than one. What they share is bridging the digital and the physical.
From concept renderings to shop-ready files.
Photoreal UE5 environments for animation, experiential, pre-viz, and stakeholder pitches.
Example: Museum of the High Seas — Island of Dubious Acquisitions →
Field shoot through cleaned, retopologized mesh ready for game engines or fabrication.
Example: Museum of the High Seas — Hall of Borrowed Artifacts →
ComfyUI, TRELLIS, multi-view texturing, and MCP bridges into your existing stack.
For grant applications, gallery proposals, and project pitches where the framing decides whether the work gets read.
Ways I work
From a single fabrication-package handoff to a full production-design partnership.
Embedded on your team, concept through delivery.
Modeling, retopology, look-dev, scene assembly — handed off in your studio’s format.
Custom ComfyUI, TRELLIS, and MCP integrations. Architecture, build, training.
CAD packages, CNC-ready files, assembly drawings — the docs a shop needs to build it.
Field shoot through cleaned mesh, ready for game engines or fabrication.
Photoreal scenes for animation, experiential, pre-viz, and stakeholder pitches.
Not sure which fits? Describe what you’re trying to make in a short note.
A creative designer with an artistic eye and the technical chops to back it up. Thirty years of craft — ceramic, polymer, and metal clays, then CNC: Embroidery, Milling, Wire-bender, Laser, Zund Multi-Tool, 3D printing, then photography, photogrammetry, 3D scanning, Unreal Engine, rendering, cinematics, video production, and AI integrations. The throughline is my pipeline bringing ideas into the world.
Tell me what you’re trying to make. I’ll let you know whether I can help and what it would take.
Start a conversation