Hey! I am Chirag, a 3D environment and prop artist, specializing in crafting immersive game environments and assets that transport players to captivating digital realms.

Snapburst Vandal Game-ready 3D Concept Art
Here's my latest project the Snapburst Vandal! Inspired by the unique art style of Valorant, I decided to try something new and create a complete game-ready Vandal rifle as a 3D Concept art/Fan art completely from scratch. This was a challenging yet enjoyable experience for me since it was my first time exploring stylization in a project. I aimed to give it a stylized and plastic-like appearance, complete with small chipping in random areas for added character, while keeping it smooth and shiny. I went through few silhouette sketches to ensure it didn't resemble the original Valorant models. Also created multiple variations to experiment with diverse styles. Starting with 3DS Max, I crafted both low and high poly versions of it. Then, I moved on to the stylization phase, which I particularly enjoyed, especially during the texturing part in Substance Painter. Finally, I rendered the project in Marmoset Toolbag.
Sawn-off Shotgun
I crafted a worn and weathered sawn-off shotgun from scratch, paying attention to every detail to capture the effects of time and use. A classic American styled double-barrel sawn-off, with the raw power associated with 12-gauge bullets. Starting with Maya, I shaped the basic form of the sawn-off shotgun. Substance Painter was then used to give it a textured, worn appearance with rusted details, adding a touch of history and authenticity. For the final touch, I used Unreal Engine 5 for this project for the first time. The engine's detailed lighting features enhanced the realism of the aged metal and worn textures. Tris: 5672 4k textures
Stylized Stone Tiles Floor
I've been trying out new ways to create my own procedural material in Substance Designer 3D, and it's been a fun and enlightening experience. I dived into subgraph work, which was challenging but exciting as I learned about nodes and experimented with them, all while keeping in mind the PBR principles. The result is my first material – a stylized stone-tiled floor.
Colt 1851 Navy Revolver - 3D Prop
Modeling the Colt 1851 Navy Revolver, a classic and reliable sidearm, was a rewarding experience. I had a great time creating this 3D asset, especially during the texturing phase in Substance Painter, where I learned a lot and gained valuable practice. This project allowed me to develop new skills and a deeper understanding of 3D modeling. Exploring the intricate details of the revolver and meticulously recreating them was both challenging and fun. The texturing process was a significant learning curve, teaching me the art of adding realistic textures to objects.
Under Strange Suns: Atomhawk Art Competition 2023
I participated in Atomhawk's Art Competition 2023 where the prompt was "Under Strange Suns." For the first time, they were accepting 3D entries as well for this competition. I created this 3D artwork based on the given prompt, crafting everything from scratch using Autodesk Maya, ZBrush, Adobe Substance Painter 3D, and Marmoset Toolbag. The concept behind this artwork involves a tree being experimented on in a lab, coming into contact with rays from outside the world, and growing uncontrollably, breaking through everything with great strength.
Pillar of Hope - 3D Game Asset
This 3D game asset features intricate pillars inspired by ancient ruins, with vines beginning to crawl around them. The arch is adorned with the Norse inscription that says "Hope." The tiled ancient floor shows scattered debris while foliage sprouts amidst the ruins. I created all the aspects of this concept from scratch: sculpting in ZBrush, retopologizing in Maya, and texturing in Substance Painter. Finally, all the assets were collected and the final version was rendered using Marmoset Toolbag.
3D Game Assets
A collection of 3D game assets that are ready to be used in games. This includes rocks of different shapes and sizes, trees, and tree stumps. I personally handled all aspects of creating these assets, such as modeling, sculpting, retopology, UV mapping, texturing, and baking, to ensure their quality and compatibility in-game.
Back to Top