v0.3.7 / 2026-06-04

3D Artist · Creative Technologist

Nikolay
Klimov

Hard-surface & environments · Blender → real-time presentation · AI-assisted pipelines

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Warsaw-based 3D artist specialising in game-ready assets, real-time environments, and AI-assisted production pipelines.

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What I deliver

Game-ready assets that ship.

Cinematic presentation built for real-time.

AI-assisted pipelines, production-speed.

From block-out to final render.

Scroll-driven depth

Pipeline as layers

A short layered pass through the production flow: reference, block-out, material work and final presentation move at different speeds while the page scrolls.

Selected
Works

Three projects, full pipeline each. Click to cycle renders, watch the presentation videos.

UAZ Buhanka hard-surface 3D model — Blender and Substance Painter UAZ Buhanka · Render 1/7
UAZ Buhanka front and side view — game-ready vehicle asset Front View · Side Study
UAZ Buhanka interior detail — PBR materials, Blender Interior Detail
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UAZ Buhanka

Blender · Substance Painter

Pipeline
Block-out → high-poly → bake → PBR textures → cinematic render pass
Craft
Interior and exterior both hold up at close range. Surface wear built in Substance — dirt, chipped paint, rust reads at any distance.
Deliverable
Game-ready vehicle asset with cinematic presentation and a 7-angle render pass.

“I wanted to show the full pipeline from block-out to final presentation. The rust, dirt, and chipped paint were authored by hand so the asset stays readable in close-up and from a distance.”

Geometric Sword 3D prop — hand-sculpted, Blender, Substance Painter Geometric Sword · Render 1/4
Geometric Sword close-up detail — high-poly bake, 8K PBR textures Close-up Detail
Geometric Sword material breakdown — aged metal, leather, oxidation Material Breakdown
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Geometric Sword

Blender · Substance Painter

Pipeline
High-poly sculpt → retopo → bake → PBR authoring → studio render
Craft
Three distinct material zones — aged steel blade, oxidised bronze guard, wrapped leather grip. Each reads at macro and close-up.
Deliverable
Hero prop built to survive close-up inspection. Cinematic lighting showcases surface complexity.

“I really liked Geoffrey Amesse's stunning concept art. It made me want to create a 3D model, rotate it, and test my skills.”

Aztec Armor high-poly model based on Denis Zhbankov concept art Aztec Armor · Render 1/6
Aztec Armor atmosphere study Atmosphere Study
Aztec Armor layout composition Layout Composition
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Aztec Armor

Blender · Photoshop · Substance 3D Painter · DaVinci Resolve

Pipeline
Concept study → high-poly model → texture pass → look development → cinematic presentation
Craft
Highpoly model based on Denis Zhbankov's Aztec Armor concept, with layered ornamental forms and strong silhouette readability.
Deliverable
Cinematic armor presentation with still renders and two video passes for lighting, surface detail, and atmosphere.

“Highpoly model based on Denis Zhbankov's concept of Aztec Armor. I focused on preserving the ceremonial silhouette, dense ornament, and material weight from the original artwork while making the model work as a cinematic 3D presentation.”

How I work

Pipeline

01

Reference

Mood boards, material studies, scale references. Build the visual language before touching geometry.

02

Block-out

Proportions and silhouette locked fast. No detail before form is solved.

03

High-poly

Surface detail sculpted or modeled for baking. Every edge has intent.

04

Bake & UVs

Normal maps, AO, curvature. Clean UV islands for texel density consistency.

05

Substance

PBR material authoring. Physically grounded wear, dirt, and age layers.

06

Real-time / Web

Final presentation in real-time viewers or Three.js. Asset ready to ship to production.

Let's work together

Available
for contract
& freelance.

3D assets, environment art, real-time scenes, AI-assisted pipelines. Warsaw-based, remote-ready.

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