Aliaksandr Beliakouski
is a3D Artist
from Poland
Skills
Environment Art
Generalists
Lighting
Material Art
Model Art
3D Artist with over 5 years of experience.
Focusing on bringing concepts to life.
Projects I’ve Worked On
- My responsibilities on this project included creating the driver’s textures in Substance Painter, where I worked on detailing materials, adding realistic surface properties, and ensuring proper texture maps for use in the final render.
 - I was also fully responsible for creating two scenes in Blender — from animating the driver and the car, setting up and fine-tuning scene materials, and building the environment, to adding visual effects and rendering the final shots.
 
- My responsibilities on this project included creating textures for the Carthage walls and the ship’s sails in Substance Painter, focusing on realistic surface details and material definition.
 - I was also responsible for developing the water in Blender, including water trails and ripples generated by the movement of the ship and its oars, ensuring they integrated naturally into the scene.
 
- My responsibilities on this project included the complete creation and setup of the city scene in Blender, based on the client’s concept.
 - I worked on arranging and positioning objects within the environment, setting up and fine-tuning materials, and configuring the lighting to achieve the intended atmosphere and visual quality of the final render.
 
- My responsibilities on this project included creating a 3D Indian market scene in Unreal Engine 5, covering all stages of development from concept to final visualization.
 - I was responsible for the full planning and blockout of the scene, including collecting references, analyzing the market’s atmosphere, and creating a basic layout to define scale and movement logic.I created and textured all objects using modeling, UV unwrapping, baking, and texturing in Substance Painter, developing PBR materials and master materials, and adjusting colors, facades, and decorative elements to achieve a cohesive visual style.
 - I also handled scene detailing and effects — adding decals, micro-objects, and VFX to bring the environment to life, and creating Blueprints to simplify scene assembly and automate interactions.
 - Finally, I set up lighting and post-processing, fine-tuned materials and objects, and rendered the final images and animations for presentation.
 
- My responsibilities on this project included performing retopology of doors in Blender based on photogrammetry, cleaning and refining textures in Photoshop, and creating additional textures in Substance Painter for parts with poor photogrammetry quality.
 - I also prepared the assets for import into Unreal Engine, including setting up a master material to simplify future editing, and ensured that all textures and models were optimized for consistent visual quality and performance in the final scene.
 
- My responsibilities on this project included performing retopology of streetlights in Blender based on photogrammetry, cleaning and enhancing textures in Photoshop, and creating additional textures in Substance Painter for areas where the photogrammetry data was incomplete or low-quality.
 - I also prepared the assets for import into Unreal Engine, setting up a master material to streamline future edits, while ensuring all models and textures were optimized for consistent visual fidelity and performance in the final
 
- My responsibilities on this project included the complete 3D production pipeline of a Sci-Fi Robot — from collecting references and creating initial blockouts, to modeling high-poly and low-poly versions, UV unwrapping, baking, texturing, and presenting the final asset in Unreal Engine 5.
 
My responsibilities on this project included the full 3D asset creation pipeline for a set of bathroom props — from gathering references and creating blockouts, to modeling high-poly and low-poly versions, UV unwrapping, baking, texturing, and presenting the final assets in Unreal Engine 5.
- My responsibilities on this project included the entire 3D production workflow for the Lee Enfield Mk1 Scope — from collecting references and creating accurate blockouts, to modeling detailed high-poly and optimized low-poly versions, UV unwrapping, baking, texturing in realistic materials, and final rendering and presentation in Unreal Engine 5.
 
- My responsibilities on this project included the complete 3D asset creation process for the Trijicon MRO Red Dot Sight — from collecting real-world references and creating precise blockouts, to modeling high-poly and low-poly versions, UV unwrapping, baking, realistic texturing, and final presentation in Unreal Engine 5.
 
- My responsibilities on this project included the full 3D production pipeline for the Cheddar Shredder weapon from Borderlands 3 — from collecting references and creating blockouts, to modeling detailed high-poly and optimized low-poly versions, UV unwrapping, baking, texturing in stylized materials, and final presentation in Unreal Engine 5.