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CGI, 3D SCULPTING & VFXHi, I’m Mikhail Zagitov. I sculpt anatomy, build 3D worlds, and direct high-impact CGI.I am a 21-year-old CGI and Visual Effects specialist from the HSE Art and Design School. My background bridges physical clay sculpting and modern 3D pipelines—including hard-surface modeling, motion capture, and AI-accelerated workflows.«Follow The Clay Spark—my narrative guide through this portfolio. Every digital frame you are about to see started as raw matter, shaped by anatomy, light, and tension.»

01 / THE PROBLEM & MY SOLUTIONWhy does so much commercial 3D feel weightless and artificial?Studios and brands often face a gap: purely technical 3D artists lack a tactile feel for form and anatomy, while concept artists struggle with production pipelines. The result is «plastic» visuals that fail to hold the viewer’s gaze.● My Solution: I bring traditional sculptural weight into CGI. By understanding real muscle tension, facial structure, and physical light first, I create 3D characters, props, and environments that feel tangibly real on screen.

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02 / FOR ENTERPRISE, GAME STUDIOS & BRANDSProduction-ready 3D assets and cinematics tailored for business tasks: 1. Game Dev & VFX Studios: Character & creature sculpting, hard-surface modeling, level assembly, and mocap-driven cinematics.2. Big Brands & Advertising: Dynamic 3D commercials, product visualization, and eye-catching motion graphics.3. Fast-Track Pipelines: Integrating AI tools into specific 3D stages to speed up production without losing artistic control.

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CASE 01 / ANATOMY & ABSTRACTIONAnimated Sculpture: Portrait, Facial Elements & Abstraction The Challenge: Move beyond mechanical copying of human anatomy and capture true portrait likeness through generalized, expressive forms.The Solution: I deconstructed the human face into separate structural elements and applied sculptural abstraction. Clean planes and sharp ridges catch dramatic red-and-blue studio lighting, proving that simplified geometry can convey deep character.

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CHARACTER CARICATURE / KOJIMATranslating an iconic personality into bold 3D form. Inspired by Anthony Geoffroy’s artwork and dedicated to the release of Death Stranding 2, this module combined anatomical studies with caricature sculpting. Exaggerated proportions, rhythmic hair masses, and wire-frame glasses create an instantly recognizable silhouette ready for stylized animation.

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CASE 02 / CREATURE & CONCEPT SCULPTINGHOROS expt. № 3 — Physical Maquette & Muscle Anatomy Problem & Approach: How do you make a mutated sci-fi creature feel biologically believable? Starting from a 2D concept and a base skull from Module 1, I layered realistic facial mimic muscles and asymmetric biomechanics in clay to test how the creature’s massive mutated arm shifts its center of gravity.

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HOROS EXPT. № 3 / DIGITAL 3D & LOREFrom ORS Genetics Labs to Digital Asset In the story, H.O.R.O.S. is the third evolutionary experiment by ORS Genetics—superhuman power bought at a terrifying physical cost. Transferring the physical sculpt into 3D allowed me to refine the organic fusion of multiple skulls on its shoulder and integrate hard-surface tactical straps for a cinematic look.

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CASE 03 / COMMERCIAL 3D & ANIMATIONdelivery by sky — High-Speed Drone Delivery Promo Business Task: Present a futuristic Asian food delivery service (Japanese & Chinese cuisine) delivering hot meals straight to the customer’s window.Result: Full 3D model of a custom cargo drone, branded thermal container, environment, and dynamic flight animation against bold graphic navigation arrows.

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CASE 05 / 3D MUSIC VIDEO & AI-HYBRID PIPELINEBERSERK — Three Battles of Guts An animated 3D music video tracing Guts’ evolution from reckless youth to mastering his inner rage across three iconic stages:01 / Youth: Duel with Griffith.02 / Berserker Armor: Battle against the Water Apostle.03 / Control: Final clash with Ganishka.

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Mikhail Zagitov Portfolio
Проект создан 30.10.2026