A.HONCHARUK

About

Who I am and how I work

Alina Honcharuk

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

02Stack & pipeline

How an asset gets made

  1. 01 Idea & references from the client Whatever exists at the start — a brief, photographs, a concept. Photo · Concept
  2. 02 Research & concepting Gathering references and generating extra concepts with AI. AI concepts
  3. 03 Blockout A rough draft to sign off shapes, proportions and mood. Blender · Plasticity
  4. 04 High-poly The high-detail version of the asset. ZBrush
  5. 05 Retopo, low-poly & UV Rebuilt and optimized to the target engine’s or software’s specs. Blender
  6. 06 Bake & texturing Materials and maps built for the final model. Substance 3D Painter
  7. 07 Cloth simulation Optional Garments designed and simulated for 3D characters. CLO 3D · Marvelous Designer
  8. 08 Lookdev & render Optional Presentation with the final materials and lighting. Unreal Engine · Blender
  9. 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