My only goal is to take my work to the next level, my promise is love and loyalty towards my work, and my work is my brand.
Hello
I am Hemant Mahale, I have studied in 3D Multimedia Animation, I have 9 to 10 years of experience in this field, in which I have experience in 3D Animation, 3D Modeling, Texturing, Lighting, Rendering, Video Editing, Composition, Dynamic Particle Animation in Maya, Photoshop, After Effects.
I also have experience in Product Animation, Industrial Animation and Modeling, Texturing, Lighting and Rendering.
Work Terms
4 /5 hours Modeling Terms
Mesh – A collection of vertices, edges, and faces that define the shape of a 3D object.
Vertex – A point in 3D space that forms the building blocks of a mesh.
Edge – A line connecting two vertices.
Face (Polygon) – A flat surface enclosed by edges, usually forming triangles or quads.
Topology – The structure of a 3D model's mesh, which affects animation and rendering.
Subdivision – A technique used to smooth a mesh by increasing its polygon count.
UV Mapping – The process of projecting a 2D texture onto a 3D model.
Normal – Vectors that define the direction a surface is facing, affecting lighting and shading.
Texturing & Materials
Shader – A set of instructions that determine how light interacts with a surface.
Albedo – The base color texture of a material without shading.
Specular – Controls how shiny a surface appears by affecting reflections.
Normal Map – A texture that simulates surface detail without adding extra geometry.
PBR (Physically Based Rendering) – A rendering approach that mimics real-world material properties.
Lighting & Rendering
Ray Tracing – A rendering technique that simulates light rays for realistic reflections and shadows.
Global Illumination (GI) – A method of simulating how light bounces off surfaces.
Ambient Occlusion (AO) – A shading technique that adds soft shadows in crevices and corners.
HDRI (High Dynamic Range Image) – A 360-degree environment texture used for realistic lighting.
Baking – The process of pre-calculating details (like lighting or textures) into textures for performance optimization.
Rigging & Animation
Rigging – Creating a skeleton structure to control a 3D model for animation.
Bone (Joint) – A part of the skeleton that influences the movement of a model.
Inverse Kinematics (IK) – A system where a character’s limbs automatically adjust based on the end point.
Keyframe – A point in time that defines an object's position, rotation, or scale in an animation.