EGOR · 3D ARTIST · ANIMATOR

I build worlds polygon by polygon, frame by frame.

Hand-crafted fantasy scenes, game-ready assets and first-person animation — rendered the hard way, on a laptop that survived it.

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01 · The craft

Worlds, still standing.

Environments, dioramas and characters modeled from scratch — from quiet overgrown ruins to towers that lean into the storm. Click any piece to view it closer.

Diorama of an abandoned outpost: watchtower, concrete wall and cottage among trees

The Outpost

DIORAMA · ENVIRONMENT
Overgrown railway track leading into a stone tunnel surrounded by greenery

Where the Rails End

ENVIRONMENT
Stylized horror character model with stitched pale skin, front view

The Stitched One

CHARACTER · GAME
Fisheye render looking up between glass skyscrapers against a blue sky

Vertigo

COMPOSITION STUDY
Dark render of skyscrapers under storm clouds with a red light flare

Storm Glass

COMPOSITION STUDY

Full-resolution originals available on request — some renders are too big for the internet (178 MB a frame).

02 · Motion

Then the worlds started moving.

3D FANTASY CORNER

Signature piece

Skeletons at the Tavern

The scene that named the channel: a fully modeled fantasy tavern and its card-playing regulars, animated and lit by hand. The extended cut grew from 250 frames to 1,500 — rendered over five nights of non-stop work on a laptop GPU that was never asked if it agreed.

1,500 frames · 24 fps · ~5 nights of rendering · laptop RTX 3060 6 GB
RIG TEST

Game pipeline

Characters, rigs & FPS animation

Character work for a team game project: the model and rig are built from scratch, with motion-capture animations applied via Mixamo for testing. On the FPS side — a custom IK rig for first-person arms and full weapon animation sets: reload, idle and fire. Built game-ready, on a deadline.

Custom model & rig · animations via Mixamo · FPS weapon sets · game-ready assets
Watch on YouTube ↗

Game trailer

The promo that shipped

A first-person promo for the team game project — modeled, animated and rendered from scratch, then composited and finished in After Effects and Photoshop. The piece that turned a channel experiment into production work.

Full pipeline · 3D + compositing · After Effects · Photoshop
Watch on YouTube ↗

CGI short

The car piece

A cinematic CGI short built around a vehicle — lighting, camera work and rendering as a standalone exercise in mood and motion.

CGI · lighting · cinematography

03 · Journey

From first polygon to game production.

CHAPTER I

First render survives contact with reality

A pilot animation, honest imperfections, and a channel opened to show the whole workflow — not just the highlights.

CHAPTER II

The 1,500-frame marathon

The tavern scene grows into a full animated short. Five nights of rendering, one stubborn artist, zero dead GPUs. "But… I still made it."

CHAPTER III

Course recognition

Coursework from Introduction to 3D Modeling is selected and displayed as the official example for course assignments.

CHAPTER IV

Team game production

Characters, environments, menu backgrounds, rigs and FPS animation for a team game project — real deadlines, real pipeline, real shipping pressure.

NEXT

This is just the beginning.

New tools, new worlds — the frontier keeps moving, and so does the work.

04 · About

The artist behind the polygons.

Egor standing at night in front of illuminated skyscrapers

Egor is a 3D artist and animator who treats every project as a world to be built, not a task to be closed. He models environments and characters from scratch, rigs and animates them, and pushes renders through hardware that has every right to complain. His coursework is used as the official example in the Introduction to 3D Modeling course, and his current front line is a team game project — assets, animation and atmosphere.

  • 3D modeling
  • Environment art
  • Character & prop modeling
  • Keyframe animation
  • IK rigging
  • FPS animation
  • Game-ready pipelines
  • Compositing (AE / PS)
  • Promo & thumbnail design

05 · Contact

Let's build the next world together.

Open to studio work, indie collaborations and commissions.