Francesco Milanese - CG enthusiastMy name is Francesco Milanese, I'm a computer scientist passionate about 3D Computer Graphics.

I've been a BFCT (Blender Foundation Certified Trainer) since 2010; I have a Master's Degree in Computer Science from the University of Catania (Italy) in 2011. My main technical skills include Blender, Substance Painter, Unity, Python.

My "Stock" 3D Models are used by Artists, Architects, Game Designers, etc., to create art, product shots presentation images, architectural renderings, video games and, in general, applications with 2D / 3D graphics. Some of my 3D models are also available on the Adobe 3D Stock site for Adobe Dimension CC (formerly Project Felix).

To keep up-to-date on my activities or to contact me, you can follow me on Sketchfab.

I don't call myself an artist; I like to say that I help artists, architects, game developers, etc., providing them the assets they need to realize their unique visions and ideas.


This site has the sole purpose of showing some of the 3D models I have created, without promotional purposes. I am not looking for (and I do not accept) requests for custom works, consultancy or other work collaborations, of any kind.

The 3D models I made are all of the Polygon Mesh type and have the following features:

  • they are ready to use: they are supplied with portable file formats, ready to be 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, in the dimensions and, 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;
  • 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 a real-time preview on both CGTrader and Sketchfab.

I also made several 3D models for Adobe Dimension and, using my own 3D models, some rendered images available on Stock Images sites.

Ready-to-use 3D models: portable, with exchange formats and the Multi Engine Texture Pack
The 3D models are supplied with the 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.

The FBX and OBJ formats, in particular, are portable formats: they can be imported in almost all 3D modeling, animation and rendering software and in several game engines (Unity, Unreal, ...).

The 3D models are also supplied with a Textures ZIP archive called Multi Engine Texture Pack, containing the UV-mapped Textures images for the materials of these rendering and game engines:

  • Cycles for Blender 3D (base color, occlusion + roughness + metallic + alpha, normal);
  • Vray for 3DS MAX (diffuse, reflect, reflection glossiness, normal);
  • Unity 5 Standard Metallic (albedo + transparency, metallic + smoothness, normal);
  • Unreal Engine 4 (base color + alpha, occlusion + roughness + metallic, normal);
  • generic PBR Specular Glossiness workflow (diffuse + opacity, specular, glossiness, normal, height)
  • generic PBR Metallic Roughness workflow (base color + opacity, roughness, metallic, normal, height).

In this way, you can import the FBX or OBJ files into your software and, if you want to recreate the same appearance seen in the presentation rendering, you can use (or edit) the PBR Textures available in the Multi Engine Texture Pack to texturize the 3D models.

How to use the Multi Engine Textures Pack to recreate PBR materials in different rendering engines: introduction.

Consistent 3D models: uniform scale, real world dimensions and PBR Textures in the package

The 3D models were made with the scale of the Blender scene set to centimeters (i.e.: "units: meter", with "Factor: 0.01") and, when possible, with the dimensions of real-world objects; they were then exported in the FBX and OBJ exchange formats, with the 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 provided PBR Materials and Textures, the coherence will also concern the final aspect of the objects, because the rendering (static or real-time) of the elements of the scene will take place according to the Physically Based paradigm.

Easily customizable 3D models: UV Layout and PBR Textures (for Substance Painter or others)

The 3D models have non overlapping UV Layouts (the map of which is provided, in 2048x2048 resolution, as a PNG image, together with the Textures), so you can easily create new Materials or apply logos and other effects using various software (from GIMP to Substance Painter, just to name a few).

You will also be able to recreate, within Substance Painter or Marmoset Toolbag, the PBR materials used for presentation renderings; in the Multi Engine Textures Pack archive, in fact, you will find the individual UV-mapped Textures for PBR Specular and PBR Metallic workflows, so – for example – you can import them into Substance Painter and use them to recreate a base PBR Material and modify it.

Easily editable 3D models: quads-only, no poles, suitable for scultping and other modifiers

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.

Real-time previews: Marmoset viewer on CGTrader, Sketchfab

The 3D models are visible in 3D real-time preview on CGTrader (thanks to the Marmoset viewer embedded in the website) and on Sketchfab, where it will be possible to examine the characteristics of the model with various filters, for example to highlight the geometry structure (Wireframe mode) or, by modifying the virtual environment lighting, the look in different shading conditions.

Click here for my profile / interview in the first post of the Seller Spotlight series on Sketchfab.

Adobe Dimension versions of my 3D Models

Click here for my Adobe Dimension 3D Models portfolio.I also made many 3D models for to the Adobe Dimension software.

Click here for my Adobe Dimension 3D Models portfolio.

Make Stock Images renderings from my 3D models

Since the 3D models are consistent both in size and appearance (thanks to PBR materials and textures), it is possible to use them to quickly create scenes and create rendered images that can also be sold on Stock Images sites.

In Blender 3D, in particular, you can use the “Append” function of the program to put the 3D models, complete with PBR Textures and Materials for the Cycles rendering engine, inside the scene, taking them from the BLEND file present in the package, because the Textures of the Materials are packed in the BLEND file.

For example, using my "Wind Turbine", "Solar Panel on Stand" and "Grass weed module 1" 3D models in Blender 3D, I quickly made the "renewable energy" related imaged published on Shutterstock and on Getty Images:

3D rendering illustration of solar panels and wind turbines on a grass field by Francesco Milanese on Shutterstock

How to use 3D Models to create Stock Images and illustrations

Below are the links to my Stock Images profiles & portfolios:

Subscribe to my profile on CGTrader or on Sketchfab to get notifications

My 3D models are available on CGTrader and on Sketchfab; on both sites, you can "follow me" to receive updates on my activities or to contact me; in particular, it will be sufficient to click (after registering to the sites) on the "Follow" buttons in my profile pages on CGTrader or Sketchfab to get notifications.

You can contact me by clicking on the “Contact” button on my profile on CGTrader.

"Over the year, Francesco has helped our clients with quite a few requests. He started as an intermediate designer and kept himself up-to-date with his new job. His biggest goal is to improve and dedicate to the client. He will definitely go the extra mile and help at all means, which is always good when you are looking for someone trustworthy and dedicated."

Lukas Stankevicius; Business Development Manager @ CGTrader