Biikhan Aibashev
Hard Surface/Weapon 3D Artist.Looking for a job
artstation linkedin steamcommunity t.me
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Biikhan Aibashev
Hard Surface/Weapon 3D Artist.Looking for a job
artstation linkedin steamcommunity t.me
More from «Artstation» here
Here’s some space/Wipeout-inspired ships I’ve been working on
Really loving the concept of modeling facial expressions by hard-surfaces. The amount of details here is pretty damn amazing man.
“Boxturbations” by Ante Žeravica https://www.artstation.com/artwork/OnNy6
In addition to creating random scenes when I’m directionless with art, I also like creating random objects. Here’s an example WIP. No idea what this is, but it’ll probably end up in a sci-fi scene at some point.
When I first started with Blender, one of my followers on my other blog
( https://magicclam.tumblr.com )
suggested I try the HardOPS add on for Blender. It’s a hard-surface modelling add on that makes creating sci-fi objects quick and easy. I picked it up and have been enjoying it ever since.
It’s a lot of fun to mindlessly slice, cut and create little sci-fi doodads. :)
I think I’ll be adding more controls to this one, maybe an LCD display or something... who knows. Right now it just has a power button and maybe a reset button. The last picture shows the device powered up with a few lights on.
Almost done texturing my Mateba 2006m now! EDIT: Now complete!
The shading looks pretty bad in sharp light, though. I experimented with optimizing polycount as far as I could, by using a lot of triangles, but it seems there really is good reason to avoid triangles. Oh well, lesson learned.
Remember the Mateba I made earlier? Well, it had some MAJOR shading issues, and I finally got around to fixing it (most of it, anyway). Had to redo the whole UV map and texture it all over again, but it looks much better now!
Dear god, I just found this picture of a Mateba 2006M with a ridiculously short barrel, so I just had to make a set of exchangeable barrels for mine!
I modeled a Mateba 2006M! The number one cyberpunk revolver, featuring in titles such as Ghost In The Shell, Firefly and MGS4. It has the barrel coming out at the bottom (the “6 o’clock position”) instead of at the top, which reduces recoil by sending the knockback into your arm instead of upwards.
Got some commissions to work on now though, so it’ll be a while before I can retopo and texture it.
(It’s not 100% accurate - I gave it a Chiappa Rhino cylinder, because I like the hexagonal shape, and the weighted barrel doesn’t have the muzzle inserted like that, although a couple of the regular barrels do. The muzzle piece is also based on the standard barrels, where you have two holes for the prongs of a tool that lets you screw the barrel loose and swap it.)