The work of
Kristaps Ločmelis

shapehazy
3D & TECH ARTIST
3D Design
Various 3D models and environments I've designed, rigged and animated for real-time VR/AR development, as well as for high-poly rendering.
Axial Flux Motor - Exploded-view
Client Work

The design for this 3D Model was based on several existing Axial Flux motors. The challenge was to make it unique, yet resemble the real thing. Since the final model was to be used in VR for disassembly, I had to reduce the polycount and bake most of the details into the texture maps as one material. I made the final asset interactable in Unity.

3ds Max, Substance Painter, Illustrator, Plasticity, Unity
Botly
Client Work


This AI trained robot interacts with the user in VR and AR.
One of the main requirements was making the robot seem friendly and knowledgeable about technical subjects.
I wanted to make it retro-futuristic and decided to make its face a screen with waveform mouth animations. Because it's an AI robot, giving responses in real-time, using such abstract mouth animations instead of visimes seemed like a good solution, steering away from the uncanny valley territory. I animated the mouth and eyes in After Effects and used it as a render texture that the developers can trigger according to the robot's actions and user input. I rigged the robot so that it works with Mixamo Animations for testing purposes.
The final modes were set up in Unity and exported as GLB models for WebAR.
Maya, Plasticity, Substance Painter, Illustrator, After Effects, Unity, Blender
Spyrig 4000

Spyrig 4000 is a concept project. I designed, modelled, rigged and textured an optimised SpyRig. It was animated using Unity's real-time HDRP Renderer. The scene was set up using an actual 3D representation of NYC and additional sound design was created to enhance the experience.
NYC Model by Geopipe, Inc
Personal

Maya, Substance Painter/ Designer, Illustrator, Photoshop, Unity
VR Environment
Client Work

This professor's office environment has been modelled for VR with 1 material and a 2K texture map. The idea was to make it lived-in with plenty of details and a warm friendly atmosphere, yet not making it too complex. A lot of elements were designed from scratch, yet some of them, like the books and the mirror I was able to source from the web to speed up the process.
Explore the environment interactively in Sketchfab to the left.
Maya, Substance Painter/ Designer, Illustrator, Photoshop, Unity
Pack n Dash
Client Work
Blender, Substance Painter/ Illustrator, Photoshop, Unity
Sci-fi Dome
Client Work

This is sci-fi island simulation dome designed to resemble a souvenir globe. I modelled it as a NURBS CAD model as I really enjoy using Plasticity for precise mechanical parts. Once the model was done, I brought it into Blender for retopology and UV unwrapping. After sculpting and texturing the terrain, I added various lights and rendered a short video.


Plasticity, 3ds Max, Blender, Substance Painter
Shape Exploration
Personal


This is an ongoing projectwhere I explore and experiment with shape sin 3D.
Such projects allow me to streamline my design process and become more efficient with my tools, by allowing me to translate rough idea into a finished renders very quickly.
Plasticity, Blender, Substance Painter/ Designer, Illustrator, Photoshop, After Effects
Intern Studios - Action Figures
Client Work
8 Rigged 3D Models as GLB exports and animated promos in Unity.
Created and textured based on live-action characters from Brew by Intern promo videos.

Blender, Substance Painter, Photoshop, Unity, After Effects, Illustrator





























