TEOGAME&3D STUDIO
3D graphic design services and project requests.
A dedicated page for Blender 3D, ZBrush-oriented sculpting, visual branding, animation previews and design deliverables.
1. About
I am Rusu Florin Teodor, founder of TeoGame&3D. My Blender 3D style combines an anime stylized direction with realistic render variants, depending on the project goal. I focus on clean composition, clear lighting, readable shape language and coherent material response. My workflow is iterative: blockout, shader pass, lighting pass, render test, then final polish for presentation. I treat visual projects with organized versions, reference checks, clean exports and deliverables that are easy to review. I accept visual branding, asset creation, stylized/realistic 3D studies and portfolio/commercial visual projects.
2. Services
- 3D modeling (stylized / realistic)
- Texturing and material authoring
- Shader Editor and Geometry Nodes work
- ZBrush-oriented sculpting and form development
- Short animations and motion previews
- Key-art shading and look development
- 3D logo and 2D logo design
3. Case Study (Shader + Metaobjects)
Brief: create a stylized look with controlled highlights and clear volume for web presentation.
Process: shape blockout, base material nodes, roughness/normal detailing, metaobject pass for organic forms, three-point lighting, test frames and before/after comparison.
Tools: Blender (Shader Editor, Geometry Nodes, Eevee/Cycles), Photoshop and After Effects for polish.
Result: visible difference between the initial flat version and the final version with contrast, depth, specular control and professional presentation.
4. Tech Stack
Blender, ZBrush, Adobe Photoshop, Adobe After Effects, Adobe Premiere Pro, Adobe Illustrator.
5. Request Quote / Book a Project
6. Testimonials
COMING SOON
Validated testimonials will be added here after public collaborations are available.
7. Learning Path & Inspiration
I started 3D design through self-directed practice: copying simple shapes, rebuilding tutorial exercises, then changing materials, camera angles and lighting until the result felt like my own study. The resources below are not a shortcut list; they are the references I use for fundamentals, visual taste, presentation discipline and material/lookdev decisions.