About
Who I am and how I work
I’m a 3D asset creator and modeler from Ukraine, based in Warsaw. My work runs from hard-surface and product assets to characters, creatures and simulated garments — most of it delivered for commercial productions as part of a larger team.
What matters most to me is the handoff. A model is finished when the next person can open it and start working — clean topology, logical UVs, materials that hold up in close-up, and files named the way the pipeline expects. I work the same way on a Nike commercial and on a creature I sculpt for myself.
01Disciplines
What I work on
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01
Characters & creatures
Anatomy, form and silhouette sculpted in ZBrush — plus a basic rig and posing for print and for still cinematic shots.
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02
Props & weapons
Props and weapons for commercials and cinematics, built to hold up in close-up.
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03
Hard-surface & CAD
Products, vehicles and mechanical assets built to real-world scale in Plasticity and Blender.
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04
Garments & cloth
Patterned, constructed and simulated in CLO 3D and Marvelous Designer, then retopologized for production.
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05
Texturing & look development
Materials in Substance 3D Painter; lighting and cinematic shots in Unreal Engine and Blender.
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06
Optimization & handoff
Retopology, UVs, baking and a handoff another artist can pick up without a briefing.
02Stack & pipeline
How an asset gets made
- Blender
- ZBrush
- Plasticity
- Substance 3D Painter
- CLO 3D
- Marvelous Designer
- Unreal Engine
- 01 Idea & references from the client Whatever exists at the start — a brief, photographs, a concept. Photo · Concept
- 02 Research & concepting Gathering references and generating extra concepts with AI. AI concepts
- 03 Blockout A rough draft to sign off shapes, proportions and mood. Blender · Plasticity
- 04 High-poly The high-detail version of the asset. ZBrush
- 05 Retopo, low-poly & UV Rebuilt and optimized to the target engine’s or software’s specs. Blender
- 06 Bake & texturing Materials and maps built for the final model. Substance 3D Painter
- 07 Cloth simulation Optional Garments designed and simulated for 3D characters. CLO 3D · Marvelous Designer
- 08 Lookdev & render Optional Presentation with the final materials and lighting. Unreal Engine · Blender
- 09 Handoff Delivered for whatever comes next — rigging, simulation, animation, print. Rig · Sim · Anim · Print
Stages where AI shortens the work
03Clients
Brands and studios I’ve worked with
- NikeMercurial (Mbappé, Vinícius Júnior, Lauren James) and Phantom (Alexia) campaigns, via Abyss Digital
- Abyss DigitalStudio I work with regularly as an outsource artist — productions for Nike, UFC, Tasaru and others
- UFCFight sequence assets — Octagon, mouthguard, accessories
- TasaruConcept bus and bus stop, full interior and exploded view
- BETONSpear for a fully CG advertising film
- SpeedshieldAiVA devices modeled from photographs for a product film
- FLITE LabSurfboard reconstructed from video reference
- EXO“Crown” music video — four sculpted figures with simulated garments
- P1Harmony“UNIQUE” music video — helicopter and coffin elements