
I am a traditional and digital artist and a 3D-generalist. This portfolio
has been put together to showcase my drawing and 3D modeling skills. My professional skills include drawing, modeling, sculpting, retopology, UV, texturing, animating, composing and editing.
While creating art, both 2D and 3D, my goal is to tell a story through different design elements. I also pay attention to creating a solid visual language, giving the project its own vibe and making sure it stays unique. I work with any genre and format: from titles for a horror game to a keychain collection for kids.
3D art
Faun
Brief: creating a realistic character using advanced CG instruments.
Problem: a character’s visual has to portray his personality
and background.
Goals: create a character from scratch using different software and skills.
Result: the character was created from concept art to 3D render.
He was sculpted in ZBrush, retopologised and UV-unwrapped in Maya also using Faceform Wrap, textured in Substance Painter. Shaders
were compiled in Maya, so as groom.
«Dollmare» opening titles
Brief: creating opening titles for a movie or a game.
Problem: «Dollmare» does not have any opening titles.
Goals: it is crucial to create a title sequence that captures the atmosphere and references the game, without containing any spoilers.
Realization: the one-minute video was created using ZBrush for sculpting, Maya for retopology and UV-unwrapping, Substance Painter for texturing and Blender for animating and compiling the video. The editing was done in After Effects.
HDLT commercial
Brief: creating a commercial for a LED screen manufacturer HD LedTech.
Problem: an ad should represent the company motto «We make your life brighter» without direct screen images.
Goals: to create a concept and a short video using abstract associations with the brightness theme and vibrant colors.
Realization: the eleven seconds video was created entirely in Maya.
The composing and editing was done in After Effects.


Sidera
Brief: working with the whole pipeline of creating a character and
a cinematic.
Problem: designing a unique character with a backstory. Optimising
the character for animation, creating a video portraying the character’s personality.
Goals: creating a character from scratch using different software
and skills.
Realization: the one-minute video and a production-ready character
were created using ZBrush for sculpting, Maya for modeling, retopology, UV-unwrapping, rigging and animation, Substance Painter for texturing and Unreal Engine for compiling the video. The editing was done in After Effects.
2D
Sirin
Brief: creating a keychain collection inspired by the cities of the Golden Ring of Russia.
Problem: creating a unique designs for nine different keychains with one visual language.
Goals: doing a research about a culture of each city, designing
the collection, generating visualizations via AI for future production.
Realization: nine keychains representing characters from legends
and tales coming from each city. The characters' designs were drawn
in Procreate, the generations were made in Nano-Banana.


Gym horrors
Brief: compiling a zine on a familiar topic close to you.
Problem: drawing a twenty-page book using traditional drawing techniques sticking to the theme amd one visual language. The zine should feel personal and unique.
Goals: creating sixteen pictures about working out, representing
the struggles of training.
Realization: ten turns created using pencils, paint, pastel and pens.
The zine was compiled in InDesigner. The merchandise was also designed including mockups created in Photoshop.
Soft Blade music video concept art






































