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✼ Hi, I’m a multidisciplinary 3D artist and concept artist working across character design, environment design, modeling, sculpting, texturing, rigging and animation.
I enjoy taking an idea from the first sketch to a complete visual world, combining technical 3D skills with storytelling and strong visual development. I mainly work with Blender, ZBrush, Substance 3D Painter, Adobe Photoshop, Adobe After Effects and Adobe Illustrator ✼

Me as concept-artist

This project brings together several character design and worldbuilding explorations developed through concept art and 3D-oriented visual thinking. At its core is Scylla, a character inspired by the story of a young first mate who falls overboard and, in the depths of a restless and mysterious ocean, transforms into a new being. Her design combines nautical references with an eerie, otherworldly presence, using costume details, expression and silhouette to reflect both her past identity and her rebirth within the sea.

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The another series includes a set of character designs for a multiplayer fantasy game with a cosmic theme. These designs were created with attention to individuality, class-like readability and a clear visual hierarchy, while still allowing each character to feel expressive and distinct. Through costume construction, accessories, color relationships and shape language, the project explores how fantasy archetypes can be reimagined through a space-inspired aesthetic.

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And this project focuses on the visual atmosphere of the world of Eden, expanding the work beyond standalone characters into a broader universe. This stage explores the emotional and aesthetic identity of the setting, helping define the tone in which the characters could exist. Together, these works reflect my approach as a multidisciplinary 3D and concept artist: I am interested not only in designing appealing characters, but also in building the narrative and visual systems around them. The project demonstrates my ability to move from a single story-driven character to a cohesive cast and then toward a larger world, combining concept development, storytelling and design thinking into one visual direction.

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Me as 3D-artist

For Scylla, the sculpting stage was focused on translating the original concept into a believable 3D form while preserving her exaggerated silhouette, asymmetry and aquatic identity. I paid particular attention to the proportions of the body, the long limbs, facial structure and the octopus-like mass surrounding the head, making sure the character remained expressive and readable from different angles. The tentacles were treated not just as decorative elements, but as part of the character’s visual language and personality.

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During texturing, I worked on creating a contrast between her pale skin, dark clothing, muted red accents and the organic green surface of the creature covering her head. Material differences helped separate fabric, leather, skin and tentacle surfaces, while subtle wear, roughness and color variation added depth and made the design feel more grounded. The final result was intended to keep the stylized quality of the concept while giving the character enough material detail and visual complexity to function convincingly in a full 3D production pipeline.

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For ZOE, the sculpting process focused on creating a realistic, character-driven face while preserving the visual signs of her past. The facial structure, asymmetry and scar were developed as narrative elements rather than decoration, helping communicate exhaustion, resilience and the physical consequences of war. Special attention was also given to the knitted sweater and tactical details, balancing soft, personal materials with harder military elements to reflect the contrast between her private history and combat identity.

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The texturing stage was used to strengthen that contrast through skin variation, scars, bruising, fabric roughness and subtle wear. The scar was treated as one of the key storytelling features, while the sweater was textured to feel worn, repaired and emotionally significant rather than simply functional. Together, sculpting and texturing helped transform ZOE from a realistic 3D model into a character with a readable past, showing my approach to combining technical production with visual storytelling.

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For this character, the sculpting process focused on translating the softness and otherworldly quality of Eden into a clear 3D form. I worked with elongated proportions, delicate facial features, pointed ears and flowing hair to preserve the elegance of the original concept while keeping the model readable from different angles. The organic shapes around the chest and hair were treated as part of the worldbuilding, helping the character feel connected to the floral and almost ethereal visual language of the project.

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The texturing and look-development stage was built around a light, translucent palette with soft skin tones, pale hair and subtle green and pink accents. Rather than pushing realism, I aimed for a polished, dreamlike surface treatment that could work consistently with the AI-generated video material used for Sonic Events. This combination of manual 3D sculpting and controlled visual styling allowed me to maintain the character’s identity across different media, showing how I can move from concept development to a production-ready asset while preserving the atmosphere of the world.

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From first sketch to final world.
I work with studios, creative teams and brands that need a flexible artist who can move between concept development, character design and full 3D production. If you’re looking for someone who can think visually, build technically and stay involved from idea to final result, I’d be glad to hear about your project.

Email: vrkozhevnikova@edu.hse.ru

Veronika Kozhevnkova. CGI&Concept-artist portfolio
Проект создан 29.10.2026
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