Nazar Verovkin
Offer Nazar work on your next project.
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Portfolio
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Auto Service Garage – Realistic 3D Environment
3D ModelingA full interior environment of a realistic auto repair shop, modeled and textured in just 3 days. The project focuses on detailed prop placement, clean geometry, and immersive storytelling, showcasing a believable yet optimized garage setting for games or cinematics.
Responsibilities:
… Modeled the entire scene in Blender, including props like oil cans, drawers, lifts, and furniture.
Manual UV unwrapping in RizomUV with texel density control across the environment.
Textured in Substance Painter with attention to real-world details like wear, dirt, decals, and material variation.
Set up lighting and post-processing in Marmoset Toolbag 4 for clear visual presentation and mood.
Key Features:
Fully modular design with reusable assets.
PBR-ready materials: Base Color, Roughness, Normal, AO, Metallic.
Decals, grime, poster details, and realistic clutter for added immersion.
Designed with performance in mind for real-time rendering.
Accomplishments:
Completed a full-scale environment in 3 days from blockout to final render.
Achieved a visually engaging, believable space with consistent material language.
Practiced and reinforced real-world workflows suitable for production pipelines.
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Stylized Carousel – Halloween Edition
3D ModelingA festive, Halloween-themed carousel prop created as part of a commercial environment project. This model explores a clean low-poly style with bold shapes, modular construction, and an efficient texturing workflow focused on vertex color palettes.
Responsibilities:
… Modeled in Blender with focus on modularity, clean geometry, and performance-friendly topology.
Implemented a vertex color palette texturing workflow, avoiding UVs and baked maps entirely.
Used consistent vertex shading to support a flat, stylized visual identity.
Scene composition, lighting, and rendering completed in Blender with real-time shaders and post-processing.
Key Features:
Lightweight asset with no UV maps or textures—entirely vertex-painted.
Designed for real-time use in games or mobile stylized scenes.
Distinctive seasonal theme with pumpkins, skulls, and playful color blocking.
Optimized mesh density for interactive use while preserving silhouette clarity.
Accomplishments:
Learned and applied a new vertex color pipeline that sped up iteration and simplified export.
Achieved a strong stylized aesthetic using only geometry and vertex color, without texture baking.
Delivered a modular, reusable asset ready for inclusion in larger environment sets or themed games.
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Office Building – Game-Ready Environment Asset
3D ModelingA realistic 3D recreation of a two-story office building based on real-world reference. The model is designed for use in game environments or cinematic scenes, with attention to clean topology, modularity, and subtle storytelling details like graffiti and wear.
Responsibilities:
… Modeled the entire structure in Blender, focusing on modular elements and correct architectural proportions.
Optimized topology for real-time use with ~57,000 tris total.
UV unwrapping completed in RizomUV with consistent texel density.
Texturing handled in Substance Painter, using tileable materials and decals for storytelling (graffiti, signs, dirt).
Rendered in Marmoset Toolbag 4 with neutral lighting and occlusion pass for clarity.
Key Features:
Game-ready, low-poly asset designed with performance and detail in mind.
PBR workflow: Base Color, Normal, Roughness, AO.
Realistic visual storytelling: includes wear, stickers, and building-specific signage.
Modular structure for flexible reuse in other urban scenes.
Clean and optimized UV layout, suitable for efficient texture streaming.
Accomplishments:
Achieved realistic urban environment feel using real-world reference and layered details.
Balanced low polycount with rich visual detail through smart use of decals and tileables.
Gained experience in architectural modeling and presenting large-scale props.
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Lamborghini DL 30C – Game-Ready Vintage Vehicle
3D ModelingA detailed 3D model of a retro Lamborghini DL 30C crawler tractor, created as a stylized prop for real-time use. The goal was to convey a sense of age, weight, and mechanical complexity while maintaining clean topology and storytelling through textures.
Responsibilities:
Modeled in Blender with a focus on mechanical accuracy and mid-poly optimization.
… Retopology and UVs created for efficient texture usage and clean bakes.
Textured in Substance Painter with emphasis on rust, dirt buildup, and chipped paint.
Lighting and rendering handled in Marmoset Toolbag 4 to enhance material readability.
Key Features:
Mid-poly mesh optimized for games or cinematic use (~49,000 tris).
PBR texture set: Base Color, Roughness, Metallic, Normal, AO.
Realistic surface treatment including edge wear, oil stains, and layered rust.
Color-coded mechanical parts and decals to reflect vintage industrial design.
Accomplishments:
Achieved a believable worn industrial look through controlled grunge and material layering.
Created a unique vintage piece suitable for stylized or semi-realistic game environments.
Refined my workflow for metal surface detailing and mechanical modeling.
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Hewlett-Packard 97 - Retro Calculator 3D Prop
3D ModelingA realistic 3D recreation of the iconic HP-97 calculator, designed as a game-ready prop with subtle storytelling details and retro aesthetics. The goal was to capture the feel of a worn-out, well-used device while maintaining accurate proportions and clean topology.
Responsibilities:
Modeled the calculator in Blender, focusing on accurate shape reproduction and clean low-poly geometry.
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UV unwrapping completed in RizomUV, with consistent texel density.
Textured in Substance Painter, with emphasis on aged plastic, finger wear, stickers, and dirt accumulation.
Rendered in Marmoset Toolbag 4, experimenting with natural lighting and product-style studio setups.
Key Features:
Optimized mesh suitable for game engines or offline rendering.
PBR workflow: Base Color, Roughness, Normal, Metalness, AO.
Details include scratches, smudges, stickers, and typographic fidelity to the original device.
Presented in multiple lighting conditions for both realism and atmosphere.
Accomplishments:
Achieved a convincing retro look through careful material work and reference matching.
Balanced realism and technical cleanliness suitable for production pipelines.
Developed a reusable material setup for plastic and rubber keys.
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Sci-Fi Terminal - Game-Ready Prop
3D ModelingThis asset is a sci-fi terminal created for use in real-time game environments. The model follows a retro-futuristic visual direction and was designed to function as an interactive information or control station in a stylized or semi-realistic setting.
Responsibilities:
Modeled the high-poly and low-poly mesh in Blender, with attention to silhouette, clean geometry, and scale accuracy.
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Created UVs in RizomUV for optimal texel density and packed layout.
Baked normal and curvature maps, then textured in Substance Painter using a grungy, aged metal look with emissive elements and decals.
Rendered and lit the final presentation in Marmoset Toolbag 4.
Key Features:
Mid-poly model with game-ready topology and correct pivots.
Stylized PBR textures with realistic wear, scratches, and painted surfaces.
Details like glowing interface, CRT-screen effect, and weathered labels enhance the storytelling.
Efficient texture usage suitable for real-time engines.
Accomplishments:
Matched a provided retro sci-fi concept while resolving design issues and enhancing functionality.
Maintained clean, readable forms and detail-to-noise ratio.
Created the asset under real-world constraints and optimized it for integration into game pipelines.
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Composition of an old workbench
3D ModelingThis project presents a collection of stylized workshop props created for a real-time environment. The main goal was to build visually coherent assets optimized for #gamedev usage, with a strong focus on modularity, readability, and mood through #lighting.
Modeled all props (barrels, lantern, toolbox, tools, and workbench) in #Blender, keeping the polycount efficient and #game-ready.
… Unwrapped #UVs in #RizomUV with uniform texel density.
Created detailed #PBR textures in #Substance Painter, using wood grain, worn metal, and subtle storytelling details like scratches and dust.
Rendered the final presentation scenes in #Marmoset Toolbag 4, including lighting and post-processing.
Key Features:
Modular asset design suitable for environment storytelling.
Real-time shading and lighting setup for interactive use.
Consistent visual language with handcrafted textures and clean topology.
Scene includes both isolated asset renders and contextual lighting with environment props.
Accomplishments:
Balanced realism and stylization for a handcrafted look.
Maintained clean geometry and technical standards across all props.
Delivered all assets in engine-ready format with LOD potential.
Activity
| Latest proposals 1 | Budget | Added | Deadlines | Proposal | |
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Create a ruined version of a wooden fence and gate based on ready-made models
18 USD
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