3D Graphics are my passion.

Hello. I'm Sina Yıldırır. I've been interested in 3D graphics since my childhood. I studied 3D art for 5 years. Then i decided to dive in the graphics and shader programming for last 3 years.

What can i do?

Blender
Zbrush
Topogun
Substance Painter
Substance Designer
Maya
Photoshop
C Programming Language
OpenGL and GLSL Language
Gaea
Unreal Engine Shaders and Niagara VFX

Technical art and Shader Programming

I am good at shaders. I have designed procedural environment materials for games. I have good knowledge on HLSL and GLSL.

3D Art for Games

I have experienced nearly all 3d process for game ready assets. Modeling, Retopology, Uv Mapping with good Texel density, High Poly Meshes, Texture baking, Rigging, IK-FK And Facial Rig setups,

Graphic Programming

I have bachelor degree in computer engineering. I dig into graphic programming for understand realtime graphics pipeline.
I designed a 3d viewer software with lights using OpenGL. 

My Works

Mobirise Website Builder

Death Stranding Style Environment

In this work, I tried to cath the vibe of death stranding game's environment. It is a icelandic landscape work. I created procedural world aligned materials for stones and lanscape in Unreal Engine. Also created the landscape material with texture packing method for optimization.

To see the procedural material in action click the video.

Mobirise Website Builder

18.000 People are rendered in realtime

With vertex animation shaders, I rendered 18.000 people with 2-3 FPS loss in RTX 2060 graphics cards. It also includes LODs with vertex animation shader. (Game: Trakonius)

Screen Material and Carpet

I created 3D screen material with facial animations that made with sprite textures. Also created fake 3D carpet with parallax occlusion mapping method.

Video Description

Game-Ready Huge Landscape

This project is one of my favorites. I divided landscapes  into 4 parts and combined Color and Roughness map of a material into 1 texute. Also NOH (Normal, Occulision and Height maps combined in 1 texture) method.

Blood Vfx and Materials

Here is the blood material that i made for Trakonius. Whole scene made by me with Unreal sequencers. I created blood niagara vfx that reacts to collisions and creates  blood decals. Decal and blood materials created with SubUVs and bended UVs for more variation. Also I created water simulation in Blender and baked it for use in Unreal Engine.
Mobirise Website Builder

My own 3d viewer software

With using WebGL and Javascript, I created a 3d model viewer software to understand how 3d graphics works. I created a Obj file parser and made 3d models visible on screen. Camera projections, Model matrices, texture reading, light shaders, Framebuffers are some of what i learnt.

Another blood work for Trakonius

Lets talk more about bloods. In this work i created blood trail that follows the sword. The game developer gave me the directions of attacks and I created all damage effects (blood splashes, scar on enemy body, damage effect with distortion, blood trail that creates decals). For bloods, I didn't use transparent materials for optimization. I used Masked (ignored) materials with dither TAA function.

High Poly Character

I designed, modeled, rigged  and textured this high-mid poly character (140.000 polys) with using Blender, Zbrush, Substance Painter

Stylized Character Design and Rigging

Here is the Full Character modelling and IK-FK rig setup i made.

User Interface with Shaders

If you see the item images you can see the background is moving. I used Unreal shader graphs for that.
Mobirise Website Builder

My Contacts

Adress

Ankara,Türkiye