Hi there! I am Soulskor also Known as Rage. I’m a freelance 3D Modeler and UGC Creator on the platform of Roblox and I use Blender, Substance Painter, and Zbrush to create assets. I can making Custom Rigs, 3D Clothing (with PBR if desirable), Armour, mobs and creatures etc.
Skills
- I can model
- I can make renders
- I can make stylized textures
- I can make PBR textures
- I can easily adapt and learn new styles of texturing
- I can use Blender, substance painter, and ZBrush
- I can Build
Prices may increase depending on the amount of effort required, time available, deadlines and how long it takes to model
For texture, normal textures wont affect pricing however, PBR Textures may cost extra depedning on effort etc.
As for Percentage that I will discuss in DMs
Contact
Contact me on Discord
Rage #0857
or Devforum although I prefer discord
Showcase of my Work
Props/Buildings
Custom Rigs and Models
3D Clothing
All of the Items shown in this section have a triangle count below 10k
UGC Portfolio
UGC
Drawings and Renders
Corrupted Mage Concept; I rendered my concept and took it into photoshop where I painted and edited it - This is a combination of drawing and 3D Art
This is my UGC Portfolio - I create stylized textures for my UGC concepts
No.1
Golden Warrior
I made the helmet and shoulders for the my UGC application and I’m rather happy with how it turned out.
Helmet - 1,914 Tris and 997 verts
Shoulder- 1,436 Tris and 746 verts
Image Size - 256x256
No.2
UGC Concept - 2,244 Tris and 1,130 Vertices
- Corrupted Knight
- Demon Knight
- Undead Knight
I was experimenting with grayscale
No.3
Royal Sorcerer Set
UGC Concept
256x256 Texture
Companion - 2,030 Tris and 1,023 Vertices
Hood - 324 Tris and 164 Verticies
Cape - 864 Tris and 438 Verticies
Shoulder Pad - 752 Tris and 378 Verticies
Contributions to Community
Humanoid-Lizard Custom Rig By Soulskor - Roblox
Red Biome Tree and Rocks - Roblox
Ice Biome Tree and Rocks - Roblox
Stylized Nature Pack - Roblox
Stylized Tree - Made by Soulskor - Roblox
11 Rocks 7 variants for Each - Roblox
Mushhroom Helmet - Collaboration with Sofloann
Tris - 1,140
Verticles - 579
Image Size - 256x256
Just pink and red though
Special UGC Concepts
Personally, I really like these concepts I feel as though they are unique through the style of my textures and the models themselves
Magma and Ice Set
256x256 Texture
Companion - 2,244 Tris and 1,140 Verts
Helmet - 214 Tris and 224 Verts
Shoulder - 208 Tris and 106 Verts
The Royal Sorcerer
256x256 Texture
Companion - 2,030 Tris and 1,023 Vertices
Hood - 324 Tris and 164 Verticies
Cape - 864 Tris and 438 Verticies
Shoulder Pad - 752 Tris and 378 Verticies
Fallen Knights
256x256 Texture
UGC Concept - 2,244 Tris and 1,130 Vertices
- Corrupted Knight
- Demon Knight
- Undead Knight
I was experimenting with grayscale
The Outsider
256x256 Texture
Companion - 2,260 Tris and 1,148 Vertices
Helmet - 680 Tris and 344 Verticies
Backpack - 742 Tris and 389 Verticies
Cyberpunk Themed Concept
256x256 Texture
Character Model - 1,860 Tris and 934 Vertices
Hair Model - 242 Tris and 125 Vertices
Jacket Model - 780 Tris and 388 Verticies
Witch Set
Witch - 2,314 Tris and 1,191 Verts
Crow - 426 Tris and 215 Verts
Hat - 401 Tris and 224 Verts
Broomstick - 574 Tris and 337 Verts
Experimenting with stylized characters as companions
Dragon Pet
Tris - 2,219
Verticles - 1,156
Image Size - 256x256
The Dragon Pet will be positioned like the gold, green and purple dragon. The rest are there to showcase the different colours I made for the Dragon.
UGC Concepts
Modelling
There are 2 approaches I have for modelling and the one I choose depends on the model I’m making. If my model’s idea/concept is more of a hard surface type; I will model it and prepare for textures, however, if it involves cloth or anything organic I will block out the simple shape using primitives instead. I will take them into Zbrush and use dynamesh to join them together. I will sculpt until I have the shape and look I want. After that, I will retopologize the high-poly mesh into something with a lower triangle count
Texturing
Before I even begin texturing I will UV unwrap my model most efficiently, if I am making stylized textures with the texture size 512 or below I will start to mirror UV maps as that gives me more pixels to work with.
After UV Unwrap I will take the Lowpoly mesh into substance painter. For stylized texturing, I have 2 approaches. I will either create textures with generators only or hand-painted textures and use generators for small things (like highlight or AO).
When I hand paint my textures generally I start with base colours but as of recently I have started to make grayscale textures, grayscale is great for my workflow as it allows me to make changes to the colour a lot easier and gives me more control and an idea of where I want highlights and darker tone to be.
Example of Grayscale
Also, I’ll be updating my portfolio
Thank you for reading!
Regards