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Hey, my name is Gleb. I am a 3D artist with over 5 years of experience in the cinema post-production and advertising industries. My primary expertise is the complex 3D modeling of both realistic, believable characters and stylized ones. I cover the entire character creation pipeline — including rigging, muscle simulation, animation, shading, texturing, lighting, and rendering, or provide end-to-end creative direction and pipeline supervision over the whole process.

Technical Expertise . …

Artistic Specialization• Complex 3D Modeling: High-end asset creation balancing anatomical accuracy for realistic, believable characters and stylized aesthetics. Full-Cycle Character Pipeline • Animation: Delivering high-end keyframe animation with accurate weight, timing, and environmental interaction. • Advanced Rigging & Kinematics: Building complex bone structures and custom control rigs ready for production animation. • Anatomy & Muscle Simulation: Creating realistic secondary motion and believable tissue deformation for high-end cinema and ads. • Texturing & Look Development: High-fidelity shading and texturing to bring characters to life across diverse lighting environments. • Lighting, Rendering & Animation: Final scene orchestration, keyframe animation, and optimized rendering workflows. Pipeline Supervision• End-to-End Creative Direction: Oversight of the entire technical lifecycle, maintaining project standards from raw concept to final post-production delivery.

Selected Projects . .

Track Record & Leadership:
• 5+ Years of Industry Experience: A solid professional background spanning more than 15 cinema projects and over 20 major advertising campaigns.
• Core Specialization: Operating as a lead character artist with additional expertise in environmental scene creation.
• 3.5+ Years of Team Leadership: Proven experience in pipeline supervision, successfully managing and directing creative teams of 2 to 5 people.

Creative Deliverables… .

The Master and Margarita (2024)
A standout milestone includes VFX production work for «The Master and Margarita», executed in collaboration with 1-2-3 VFX. Set within a highly authentic and mystical variation of the USSR, the project involved engineering environments for several key scenes. The core personal achievement was the digital head recreation of actor Igor Vernik. Developed alongside rigging, animation, and grooming specialists at the studio, the pipeline transformed a raw actor scan into a cinema-ready asset, featuring high-end 3D sculpting, realistic texturing, and approximately 30 facial blend shapes for precise animation targets.

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The hardest task of this task was to get an accurate likeness for both the static mesh and the animated head. This required a precise shape definition for all 30 blend shapes, ensuring the lips turned at the right angles while preserving their volume. It was also critical to save the micro-dermal specific wrinkles and ensure their shapes were perfectly preserved while switching between blendshapes.

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Major Grom: The Game
This project included all the same work with environments, along with designing main assets for the storyline — the police drones that go insane while controlled by the main antagonist. Also, I managed to do the marble sculpture for the opening of the movie: the statue of Major Grom himself, lifting the city on his shoulders.

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For the drone work, the task wasn’t 100 percent standard character design; it was more of a hard-surface design challenge. Even though these assets aren’t sculpted by hand, understanding sculpting as an academic knowledge allows us to achieve greater plasticity and a more organic design flow when working with hard-surface models.

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Selected Projects: Core VFX & Asset Design
• Levsha: The scope involved the detailed character artistry and hard-surface execution of the «Bloxa» robot, alongside the complete design and modeling of its custom robotic prosthetic arm.
• 1703 (TV Series): The project featured the creation of a surreal, mechanical «magician’s hand-phone» apparatus. The technical pipeline required modeling a seamless transition where the plastic casing dynamically transforms, growing realistic organic lips to bark at the character.
• Cyberfarm: This involved extensive concept execution and modeling for a wide range of advanced agricultural machinery and robotics, balancing highly technical hard-surface tasks with organic design elements.

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Mouse Mafia (Advertising Video) Created for CHEESL’S (Cape Production/Blaster, commissioned by Rodcher Creative/Lion Films), this highly unconventional campaign required a cinematic, frighteningly cute aesthetic for a mouse mafia concept to elevate it above standard advertising videos. High-Volume, High-Quality Execution: Successfully delivered 9 distinct cinematic-grade characters within a strict 1-month deadline.

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Working in close collaboration with rigging, animation, and grooming artists, the modeling pipeline required perfectly balancing rapid speed with cinematic quality, ensuring complex character attributes and expressions met the tight schedule without compromise.

R&D & Artistic Explorations. .

This section features an extensive R&D portfolio and personal conceptual art projects developed to push the boundaries of technical quality and advance pipeline expertise. Below are three benchmark projects demonstrating these capabilities.