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Design & Art Graphic & Layout Design

Hard Surface - Video games & Products

$8/hr Starting at $100

I've been working as a 3D artist for a few years now, mostly on the product and architectural side but with a strong foundation in hard surface work. For Nfinite.App, I modeled home appliances, furniture, and electronics — all strict brand standards, clean topology, proper UVs, the whole deal. I've also done architectural visualization and game-ready assets, including weapons and props, so I understand the pipeline from high poly to low poly, baking maps, and getting things into an engine.



My toolkit:

  • 3Ds Max :  my main software, this is where I make the models and in both its low and high poly versions and UV Layouts except for very complicated models which I use RizomUV.
  • Blender : I also use blender for some quick iteration or for some of the scripts that are in there, I also like the viewport rendering in cycles or EEVEE to better decide on the final look of the model.
  • Substance Painter : texturing is where I spend a lot of my time. I know my way around material properties, hand-painted details, and photographic references.
  • Affinity Suit : my photoshop alternative I use it for post-processing, texture refinement, and anything that needs a quick fix.
  • Unreal Engine : I have played around with unreal engine and used it for a few projects that were large scale government projects “like making a damn and canal system.


What I can bring to your team:

  • Clean topology with proper edge flow and subdivision-ready modeling
  • Efficient UV mapping with good texel density and optimized texture space
  • Baking atlases and maps (Diffuse, Normal, AO, etc.) in Blender, Substance, or Marmoset
  • Optimization and retopology of existing assets
  • Customization and tuning components for vehicles


About

$8/hr Ongoing

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I've been working as a 3D artist for a few years now, mostly on the product and architectural side but with a strong foundation in hard surface work. For Nfinite.App, I modeled home appliances, furniture, and electronics — all strict brand standards, clean topology, proper UVs, the whole deal. I've also done architectural visualization and game-ready assets, including weapons and props, so I understand the pipeline from high poly to low poly, baking maps, and getting things into an engine.



My toolkit:

  • 3Ds Max :  my main software, this is where I make the models and in both its low and high poly versions and UV Layouts except for very complicated models which I use RizomUV.
  • Blender : I also use blender for some quick iteration or for some of the scripts that are in there, I also like the viewport rendering in cycles or EEVEE to better decide on the final look of the model.
  • Substance Painter : texturing is where I spend a lot of my time. I know my way around material properties, hand-painted details, and photographic references.
  • Affinity Suit : my photoshop alternative I use it for post-processing, texture refinement, and anything that needs a quick fix.
  • Unreal Engine : I have played around with unreal engine and used it for a few projects that were large scale government projects “like making a damn and canal system.


What I can bring to your team:

  • Clean topology with proper edge flow and subdivision-ready modeling
  • Efficient UV mapping with good texel density and optimized texture space
  • Baking atlases and maps (Diffuse, Normal, AO, etc.) in Blender, Substance, or Marmoset
  • Optimization and retopology of existing assets
  • Customization and tuning components for vehicles


Skills & Expertise

3D Architectural Visualizations3D Design3D Modeling3D Rendering3ds MaxGame DevelopmentGraphic DesignHard Surface Modeling

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