PORTFOLIO
3D MODELLING TEXTURING LIGHTING RENDERING
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3D MODELLING TEXTURING LIGHTING RENDERING
Hi, I am Bineesh and this is my 3D portfolio, I am a highly creative and multitalented artist with extensive knowledge in various fields of 3D hard surface modeling, texturing, animation, lighting, and rendering. I am always keen and ready to learn new things whether it be software or any artistic approach to increase and improve my knowledge and make me more efficient in my workflows.
Behance :- www.behance.net/bineeshsivaraj
MODELLING | TEXTURING | LIGHTING
Software used :
My inspiration for this project was from various minimalistic interior designers. I used Autodesk Maya for modeling all the elements in the scene and for texturing these elements various PBR texture maps were used such as for floor and walls, along with procedural material setup for other elements such as the lamp and sofa set in the scene.
Rendered using Arnold renderer.
MY GOAL IS NOT TO BE BETTER THAN ANYONE ELSE, BUT TO BE BETTER THAN I USED TO BE
Dr. Wayne W. Dyer
The main aim of this project was to understand and reflect a small apartment area and keeping it sophisticated yet simple. All the elements were modeled in Autodesk Maya from scratch using various references. Rendering was done using Arnold renderer.
MODELLING | TEXTURING
Software used :
Sophisticated modern house, inspired by many modern and simplistic yet classy house designs. Modeling was done using Autodesk Maya, texturing in Adobe Photoshop and rendered in Maya using Arnold render engine.
MODELLING | TEXTURING
Software used :
Inspired by Blue Silence from the game Call of Duty, this model is a replica of the Tactical knife. Modeled in Autodesk Maya, textured using Adobe Photoshop as well as for material and rendering was done in key shot.
IT IS VERY EASY TO BE DIFFERENT, BUT VERY DIFFICULT TO BE BETTER. JONATHAN IVE
Gear is a concept and an abstract project to understand procedural texturing methods in
MODELLING | TEXTURING
Software used :
The main aim of this project was to understand various non-destructive material attributes or procedural method of texturing surfaces using Autodesk Maya.
MODELLING | TEXTURING
Software used :
Photorealistic Charger was done to understand and get a photorealistic render using various material attributes and textures, such as grunge maps to attain the results.
MODELLING | TEXTURING
Software used :
This project was done to get a photorealistic render using various attributes and textures maps along with the procedural method for material such as the leather strap to get a close look and feel as real as possible.
MODELLING | TEXTURING
Software used :
Captain America Shield, was inspired by the Marvel movies where the character's prop gets damaged due to fights. I manually painted all the damages such as the scratches, the goal of this project was to understand bump maps made manually.
MODELLING | TEXTURING
Software used :
This was another render focused mainly to achieve a realistic material and textures using various maps such as texture maps, grunge map overlay, bump maps, and normal maps also keeping the poly count minimal.
FRANK LLOYD WRIGHT
This model was used to texture and to replicate a damaged iron man helmet, inspired from
Software used :
Deer was an interesting challenge for me as my main aim for this model was to texture a character with only texture, bump and normal maps, through which I was able to get the hair-like look and feel on the skin of the deer without using hair simulation or the grooming process.
TEXTURING
Software used :
The main aim of this project was to texture a game character keeping the textures well detailed but also keeping the game-like look to the textures. The character look I was going for was a mafia person with a tattoo on the neck and a scar on his face from a fight.
MODELLING | TEXTURING
Software used :
While working on this project I learned about keyshot and discover more about the software I used varied materials to get close to the desired output.
MODELLING | TEXTURING
Software used :
This project was inspired by retro telephones, an attempt to make a low poly game-ready model. The look I was aiming for was a telephone of an underground leader. Modeling and material texturing was done in Autodesk Maya and rendering through Arnold renderer.
MODELLING
Software used :
This game set-prop was more focused on wizardly stylized elements referencing from the Harry Potter movies. Modelled in Autodesk Maya and rendered using Arnold renderer.
Software used :
Polycount is an essential element in any 3D project, hence these vehicle models were an interesting challenge. My goal for these projects were to keep the poly count as low as possible, also maintaining the shape of the vehicles.