![](https://static.wixstatic.com/media/fc5507_08ab3818b9f04565a6f8ba0cf80fb11a~mv2.png/v1/fill/w_1200,h_700,al_c,q_90,enc_avif,quality_auto/fc5507_08ab3818b9f04565a6f8ba0cf80fb11a~mv2.png)
![IMG_20220726_141129_912.jpg](https://static.wixstatic.com/media/fc5507_a773c2c854e74a1f9359f726472301cf~mv2.jpg/v1/fill/w_195,h_195,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/IMG_20220726_141129_912.jpg)
![Menu Frame.png](https://static.wixstatic.com/media/fc5507_34609d41d19d4066aa6a0be08d70507e~mv2.png/v1/fill/w_220,h_1060,al_c,q_85,enc_avif,quality_auto/Menu%20Frame.png)
![](https://static.wixstatic.com/media/fc5507_46445fed722f4366b9afb871b0ac79a5~mv2.png/v1/fill/w_751,h_7272,al_c,q_95,enc_avif,quality_auto/fc5507_46445fed722f4366b9afb871b0ac79a5~mv2.png)
![](https://static.wixstatic.com/media/fc5507_befb49a612cb4a63ab147a402ea50d69~mv2.png/v1/fill/w_241,h_73,al_c,lg_1,q_85,enc_avif,quality_auto/fc5507_befb49a612cb4a63ab147a402ea50d69~mv2.png)
![Sword .jpg](https://static.wixstatic.com/media/fc5507_081022ab9de94ec7953881359acf84aa~mv2.jpg/v1/fill/w_350,h_387,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/Sword%20.jpg)
![Screenshot 2023-01-31 144148.png](https://static.wixstatic.com/media/fc5507_52ca3b4cc0b84594bfffc9445ae0dd34~mv2.png/v1/fill/w_363,h_313,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Screenshot%202023-01-31%20144148.png)
![LowPoly Tree.jpg](https://static.wixstatic.com/media/fc5507_c1eb88a5b9594418aeb7917129f9a8a9~mv2.jpg/v1/fill/w_304,h_329,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/LowPoly%20Tree.jpg)
![kniv.png](https://static.wixstatic.com/media/fc5507_ae9a53d3b2894beca13954aaf623e63c~mv2.png/v1/fill/w_307,h_399,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/kniv.png)
Most work is produced in Blender and mainly I use it for low-poly objects or just cleaning up and animating voxel models. Recently I tried working with Maya and this is what I got in the most recent work. Seems like I have more modeling skills that I knew.
Most recent models:
Weapons:
I have good understanding of level design and theory behind it. I take choice of paths, difficulty, safe and choke points, fov and mechanics into consideration.
![a.png](https://static.wixstatic.com/media/fc5507_d305cbecb807492284ce399a84ed4290~mv2.png/v1/fill/w_650,h_280,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/a.png)
![Screenshot 2023-01-31 151032.png](https://static.wixstatic.com/media/fc5507_52098e97c91d48d6b8edb30b1a16ec31~mv2.png/v1/fill/w_400,h_234,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Screenshot%202023-01-31%20151032.png)
![Screenshot 2023-01-31 151056.png](https://static.wixstatic.com/media/fc5507_c54fe9095b5b4c2cba063fb9e66f311a~mv2.png/v1/fill/w_350,h_190,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Screenshot%202023-01-31%20151056.png)
![Screenshot 2023-01-31 151009.png](https://static.wixstatic.com/media/fc5507_011578f947a945b690e84b1eb1e4d9f9~mv2.png/v1/fill/w_350,h_209,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Screenshot%202023-01-31%20151009.png)
![e.png](https://static.wixstatic.com/media/fc5507_5068874e239743da9cea6a0bdae4e4b7~mv2.png/v1/fill/w_597,h_318,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/e.png)
![d.png](https://static.wixstatic.com/media/fc5507_86ea24f817d541189717f92efc406349~mv2.png/v1/fill/w_600,h_326,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/d.png)
![c.png](https://static.wixstatic.com/media/fc5507_ef59160fb64a452fb8a4c0362c8b0c6a~mv2.png/v1/fill/w_597,h_468,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/c.png)
![b.png](https://static.wixstatic.com/media/fc5507_84dd9e27e28149d8a806f49adc4f7f6b~mv2.png/v1/fill/w_650,h_319,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/b.png)
Level Design:
Other Objects:
Here is example of American based house level design made with Unity ProBuilder.
Ground floor.
2nd / Attic floor.
Basement.
Kitchen.
Main Bedroom.
Clear communication of rooms using minimalistic level of detail.
![Attic_edited.jpg](https://static.wixstatic.com/media/fc5507_061ac7b585eb45ceaa993489e6a56dc3~mv2.jpg/v1/fill/w_600,h_454,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/Attic_edited.jpg)
![Ground_edited.jpg](https://static.wixstatic.com/media/fc5507_3d240f7747e2478fa276f76f746c9174~mv2.jpg/v1/fill/w_594,h_344,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/Ground_edited.jpg)
![Basement_edited.jpg](https://static.wixstatic.com/media/fc5507_c55e1f6c479645ca98d32346bdd376eb~mv2.jpg/v1/fill/w_596,h_276,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/Basement_edited.jpg)
Garage.
Rigging and Animations:
The main use of blender for me is animating characters.
![Screenshot 2023-01-31 144323.png](https://static.wixstatic.com/media/fc5507_036638683709413ea35d45cd0c38ee61~mv2.png/v1/fill/w_460,h_295,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Screenshot%202023-01-31%20144323.png)
Setting up a rig using Rigify rigging tool.
Or setting up rig manually and animating it.
This character is made out of loose objects like true voxel model.
![Screenshot 2023-01-31 144828.png](https://static.wixstatic.com/media/fc5507_5f7c5ce32a2941c4979feaa67bff38ac~mv2.png/v1/fill/w_475,h_340,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Screenshot%202023-01-31%20144828.png)
![Guitar1.jpg](https://static.wixstatic.com/media/fc5507_c1e27d693f614cf38f3ad0e4c1693f40~mv2.jpg/v1/fill/w_225,h_377,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/fc5507_c1e27d693f614cf38f3ad0e4c1693f40~mv2.jpg)
![Guitar3.jpg](https://static.wixstatic.com/media/fc5507_1bee4c7075ed49cb9cbbc8cd45074479~mv2.jpg/v1/fill/w_233,h_377,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/fc5507_1bee4c7075ed49cb9cbbc8cd45074479~mv2.jpg)
![Guitar6.jpg](https://static.wixstatic.com/media/fc5507_b1ca04b7fb354ab1ab4ca960c259c943~mv2.jpg/v1/fill/w_225,h_377,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/fc5507_b1ca04b7fb354ab1ab4ca960c259c943~mv2.jpg)
![CharacterModel1.jpg](https://static.wixstatic.com/media/fc5507_2d76a5e418ad438b926314cc7fdc1b29~mv2.jpg/v1/fill/w_220,h_367,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/fc5507_2d76a5e418ad438b926314cc7fdc1b29~mv2.jpg)
![CharacterModel2.jpg](https://static.wixstatic.com/media/fc5507_780f0f9a116640e09ef9002b71723221~mv2.jpg/v1/fill/w_225,h_367,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/fc5507_780f0f9a116640e09ef9002b71723221~mv2.jpg)
![CharacterModel5.jpg](https://static.wixstatic.com/media/fc5507_bdb090c340d84d0e82875d81607eb7ec~mv2.jpg/v1/fill/w_233,h_367,al_c,q_80,usm_0.66_1.00_0.01,enc_avif,quality_auto/fc5507_bdb090c340d84d0e82875d81607eb7ec~mv2.jpg)
Model of my Elliot Greenwood character:
Model of my electric guitar.
Right arm is the coolest part of this model. Hair was rushed.