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Hi there! I’m a freelance 3D Modeler, in love with stylized characters.
I am passionate about animated movies and games, I also love drawing whenever I can. -
I’m creative and technical. I’ve always found ways to express myself artistically ever since I was young. And still love to create things and see the joy in others as they see my creations. I also enjoy problem solving, finding a technical or creative way of solving it to help out, or to grow as a person. I want to create art and entertainment in any shape or form, as of now I love creating game characters. I keep myself happy and broad-minded by learning new things and always chase a high professional standard for myself.
- Knowledge of both stylized and PBR shading techniques
- Organic and sculpting, also a little about hard surface modeling
- High-poly and low-poly modeling and optimization
- Procedural and hand-painted texture creation
- Knowledge of the latest artist tools and problem solving skills
- Blender, Krita, Adobe Photoshop, Adobe Illustrator
* UGC Concepts *
UGC Arts
- Death Knight’s Cauldrons
Triangles: 1,970 / Vertices: 1,200
- Monitor Head
Triangles: 896 / Vertices: 480
- Jack O’ Lantern Head
Triangles: 1200 / Vertices: 723
- Safe Backpack
Triangles: 1192 / Vertices: 731
- Ice Cream Pauldrons
Triangles: 1200 / Vertices: 688
- Waffle IceCream Crown, IceCream Pauldrons, Cotton Candy Collar
- Witch Set
- Oni Streamer
- 2022 New Year UGC
- Galactic Farer Set
- Angel Set
InGame
- Death Knight’s Cauldrons
- Monitor Head
- Jack O’ Lantern Head
- Safe Backpack
- Ice Cream Pauldrons
- Witch Set
- Oni Streamer
- 2022 New Year UGC
- Galactic Farer Set
- Angel Set
* Personal Works *
Sculpting and Modelling
- Depending on the model, there are two ways to start the work, box modelling and sculpting. The former I do when the model is a hard-surface model and/or for the most part a hard-surface model. But, when it’s an organic model, I prefer to block out by sculpting in low-res rather than modelling it.
- Whenever I start my blocking out by sculpting, I always make a copy of the low-res base mesh and keep it in a now-hidden separate layer for use later before I continue to add further details.
Retopology
- Because I made a copy of each mesh while they were in low-res, the retopology process is a lot faster than having to do it all from scratch. Not only taking the polycount into account, but I also always try to make the topo-flow of the low-poly models as neat and effective as they can be for better animation.
UV-Mapping
- After all the low-poly models are modelled, I proceed to create a new texture for the uv-mapping. In this part, I pay close attention to the references (if provided) and see which parts will be the center of the attention–such as the face of a human character, and an intricate details of an armour piece for example–and make the uv islands for those parts bigger than the other.
Texture Baking
- When uv-mapping is done, I move my attention back to the hi-poly meshes and combine the ambient occlusion, cavity, and lighting to some extent to create a black and white shading colour for texturing. Procedural materials sometimes needed to be applied to the hi-poly meshes as well.
- After the low-poly and the hi-poly meshes are ready, I’ve made a habit of making a separate throw-away save file for me to bake the textures in. A checkpoint, if you will. The reason for this is so I won’t lose progress if I ever I need to go back to the previous steps because baking the textures can be a ‘destructive’ process that will take even more time and energy to fix.
- I’m available 3 - 7 hours on weekdays and 5 - 10 hours on weekends. My timezone is GMT + 7.
- Payment is negotiable and subjective to the commission at hand as various factors influence what I charge.
- I’d prefer to be paid in USD through paypal but if the amount is right I will also take robux.
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I’m most regularly on discord though I often check the DevForum and Twitter
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TWITTER: @MrsLolicon
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DISCORD: RELLirex#1357
Feel free to message me if you have any questions!
Thank you for reading!
Regards.