a
alex_kholkin

Alex K

@alex_kholkin

3D Prop Weapon Artist

Georgien
Russisch
Einige Informationen werden in englischer Sprache angezeigt.
Über mich
I am a 3D Asset Artist specializing in hard surface, weapon, and prop modeling with over 3 years of commercial experience in game development. I am an expert in creating production-ready assets, technical optimization, and engine integration. I have hands-on experience in full-cycle game production from concept to Steam release.... Mehr lesen

Kompetenzen

a
alex_kholkin
Alex K
offline • 

Meine Dienstleistungen

3D-Modellierung & Rendering
I will fix, clean up, or prepare your 3d model for 3d printing
Requisiten & Objekte
I will create 3d stylized weapons and props for your game

Portfolio

Arbeitserfahrung

Beacons

Co-founder & Technical Artist at McMaush Games

Beacons • Selbstständig

Apr 2026 - Present5 mos

Expanded Technical Skills & Game Dev Services 2D Game Assembly & UI (Unity): Experience in building 2D games from scratch (as done for our released title Curious Paws). Handling Sprite integration, 2D lighting, UI layout, and scene optimization. Steam Integration & Publishing: Full setup of Steamworks SDK, achievements, cloud saves, and preparing production-ready builds. C# Scripting & Logic: Utilizing modern AI-assisted workflows (Gemini) to quickly create optimized C# scripts for game mechanics and UI logic.

Steam

Weapon 3D-Artist for "Vildie"

Steam • Teilzeit

Mar 2023 - Oct 20237 mos

I collaborated with Chaotic Minds studio on their title Vilde, creating production-ready weapon models based on 2D concept art, as well as refining and fixing environment assets (bridges, stairs, etc.). Here is my step-by-step pipeline to ensure high-quality, engine-ready assets: 1. Concept Analysis & Blockout: I review the provided 2D concepts, analyze technical requirements, and build a primary 3D blockout to check proportions, silhouette, and scale. 2. Midpoly & Highpoly Sculpting: I create detailed midpoly forms and transition into sculpting in ZBrush to add realistic damage, wear, and fine details. 3. Retopology: Crafting an optimized low-poly mesh focused on efficient polygon count and clean edge flow for flawless animation and deformation. 4. UV Unwrapping & Packing: Maximizing texel density and organizing UV islands efficiently to reduce wasted texture space. 5. Baking: Baking maps (Normal, Ambient Occlusion, Curvature, ID) using clean high-to-low poly projection without visual artifacts. 6. Texturing (PBR): Creating realistic, detailed PBR textures (Substance Painter) tailored to the game’s artistic style and lore. 7. Engine-Ready Export: Final mesh optimization, correct pivot placement, appropriate naming conventions, and exporting texture maps ready for seamless engine import (Unreal Engine / Unity). Bonus: I also handle environment asset polish and minor mesh fixes (e.g., modular bridges, stairs, structural elements) to ensure seamless integration into game levels.