Hi!
My name is Francesco, I am a computer scientist and Computer Graphics enthusiast with a keen interest in creating 3D Assets (specifically, scene props / Stock 3D models).
I've been a Blender Foundation Certified Trainer since 2010 (till they sunsetted the BFCT program in 2021). I got a Master's Degree in Computer Science in 2011 (ResearchGate; I'm on LinkedIn, too). My main technical skills include Blender, Substance Painter, Unity, Python (for Blender), C# (for Unity).
My PBR stock 3D Models are used by Artists, Architects, Game Designers, etc., to create art, product shots, presentation images, architectural renderings, video games and other applications with 2D / 3D graphics.
PBR 3D Models are suitable for game engines, vr/ar apps, renderings, product shots, close-ups, advertising, archviz, broadcasting, etc.. My models have no poles (vertices with 6 or more connecting edges), no ngons, mostly quads geometries, with non overlapping UV Layout maps. They are always shipped with a PBR textured blend scene, plus fbx and obj (portable) formats, together with the Multi Engine Textures Pack: a package of uv-mapped textures for PBR (Metallic and Specular) workflows, Blender Cycles, V-Ray for 3D Studio MAX, Unity and Unreal game engines.
The 3D Models I make are all of the Polygon Mesh type and have the following features:
- They are ready to use: they are supplied with portable file formats (FBX and OBJ exchange formats, plus the BLEND file of the 3D Blender model equipped with Textures for the Cycles engine used for presentation renderings), ready to be imported and used in 3D modeling / rendering softwares and game engines (to make videogames, vr / ar and real-time applications in general).
- They are consistent in the units of measurement and in the dimensions. They have rotation and scale transformations applied and with the object's Pivot Point (or "Origin") positioned in the center of the scene. This means that the models imported in 3D Studio MAX, Unity, Unreal or other software, will have coherent dimensions and can be easily integrated into the scenes, without having to resize them to put them in proportion with the others and without having to rotate them or to move the pivot point to position them. Thanks to the Textures realized with the Physically Based Shading / Rendering paradigm, in the final aspect when rendered.
- They are easily customizable, as they are supplied with the non overlapping UV Layout maps and with the PBR Textures used to create the preview images: the 3D models have been realized with geometries provided exclusively with quadrangular faces ("quads-only", therefore no "ngons") and without "poles" (vertices with 6 or more connecting edges). This makes the models easily editable both with standard modeling tools (which follow the flow of quadrangular faces and clean topology) and subdivision (Subsurf) or Sculpting, because the absence of ngons and poles will avoid the formation of creases, wrinkles and other surface artifacts and distortions.
- They are easily editable: they have geometric characteristics that make them suitable to be modified with other 3D modeling software.
- They can be viewed in an interactive real-time preview.
Some of my 3D models are also available for Adobe Dimension.
I no longer publish 3D models for Dimension there; however, my 3D models currently available on their website are still being used by many designers, who use them for their illustrative or marketing projects, thanks to the power and flexibility of Adobe software.
I've also published a couple of Tutorials on how to import Adobe Dimension 3D Models in Blender and Unity:
- Adobe 3D Models in Blender: How to Import Thousands of 3D Models with PBR Textures
- How to use Adobe Stock 3D models in Unity (thousands available!)
Some of my stock 3D Models on Adobe Dimension asset store
I make my Stock Images and Videos in Blender, using my own PBR Stock 3D Models.
3D rendering animation of a student desk - by Francesco Milanese, on Adobe Stock
My primary interests are creating stock 3D models (props) and virtual environments, both for rendering and real-time interaction; so, from time to time, I make video tutorials on Blender, Substance Painter, and Unity, publishing them on my YOUTUBE CHANNEL, in order to share what I learn during my study journey. All my videos have subtitles.