About me:

My name is Ivan Pesic, I am 22 years old and I live in Belgrade, Serbia And Montenegro (CS) capitol. I am a student of Electrotechnical Faculty in Belgrade. I have been a passionate gamer since I can remember myself, and I have worked on a lot of amateur games for C64 and Amiga. The last Amiga project I was working on was Silencer, a Crusader (Origin, 1997.) clone that was never finished released due to disputes in the developing team. I have years of experience in modeling and animating 3d objects and I am focused on modeling and developing objects that satisfy today's gaming industry standards. I have also worked on video-mixing transition effect patterns for television.

My skills:

-Modeling low-detail and high-detail models from concept art, written description or photo.
-Modeling humans and organic objects as well as mechanical objects such as robots or weapons.
-Creating MorphPoses for objects allowing them to express their emotions from happiness to madness.
-Setting up WeightMaps and Bones for animation purposes.
-Realistic animations using bones, morphposes, motion-designer and motion mixer.
-Knowledge of outlook and characteristics of todays weapons.This allows me to make weapons look real and animated as they are in real life.
-Designing characters, weapons and enviromental objects for games.
-Level desing and modeling. Able to design and make levels from urban levels to futuristic fantasy worlds or medeival outdoor enviroment.
-Texture making and drawing from scratch, as well as modifying textures and photographs.
-High-precision UV mapping.

On UV mapping:

UV mapping is my forte. I can map objects with extreme precision, manually mapping groups of polygons. I can create a UV map suited for texture artist to 'fill in' the map or map object from existing texture the best way possible. I can reuse the texture parts, invert logos and letters so that texture artist does not need to draw them twice and waste more pixels on texture. I can map texture that way so that it looks deformed if needed and to set correct aspect ratios of texture parts that are not set right by skin artist. I am currently writing a tutorial about UV mapping that should explain the mapping in a simple and easy to understand manner.

Examples of my work:

As a visible proof of what is written above you can see the examples of my work here. The weapon is a futuristic SubMachineGun (SMG). I got the inspiration for this weapon when looking at Bulgarian submachinegun 'Shipka'. Model was created from scratch, following basic design of original Shipka weapon and adding some new and different parts. Texture was created from scratch, only inserting the upper-receiver and magazine part from original Shipka photo - to keep the authentic look. Texture was created during mapping, so that all parts fit well and the whole 512x512 pixel area is maximally used with no space wasted. During UV mapping, a lot of texture pieces were re-used in different size such as hole for opening/closing stock, 'g360' letters that are mapped on both sides of the gun, 'G' letter on the stock that is oriented the right way to be read by user when stock is closed and when stock is open. There are no 'animating' parts on this example, but the ammo-clip and stock are made that way so that they could be easily animated.

Click on images to enlarge.

Second example is a character model with facial expressions, weightmaps and bones - ready to be animated. The model itself presents a street-samurai warrior, a combination of ancient swordsman and modern hitman. I got inspiration from cyberpunk titles such as Neuromancer or Bloodnet. The model is made from was made from very very roughly sketches that were used just to get the idea of the character's look and where certain parts of equipment should be placed.
Character can use the smg above and katana sword modeled for this character. They are attached to character's arms in the scene that you can download. You will need to download both smg and katana example if you want to see the character carrying them.
The model is made of 3882 triangles and uses 4 different textures:head, body, legs,eye and hair texture. Hair texture is done as a different texture because it is 32-bit tga with alpha channel and it hold all transparent parts that are used.

Click on images to enlarge.

On the image below you can see the difference in morph poses on character and the possibillity of eye moving on the character. The facial expressions are done as standard relative-morph poses and eye-movement is done by moving the eye UVmap on eye texture and keeping the eyes 'unwelded' from the rest of the object.

Click on the image to enlarge.

Download smg example

Download katana example

Download samurai character example

Contact me at: [email protected]
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