Hardframe 3D — Kirill, CG Generalist & 3D Artist
5 years in 3D, 2 of them commercial, and an honours degree in applied informatics. Full pipeline in Blender, from model to final render or game engine.

FRAME

5 years in 3D, 2 of them commercial, and an honours degree in applied informatics. Full pipeline in Blender, from model to final render or game engine.
- Middle CG Generalist
- 3D Artist
- Technical Artist
Personal and commercial projects, with videos and interactive Sketchfab viewers where they exist.

















Kirill —
CG Generalist
2 years of commercial experience, 5 years in 3D. Blender is my main tool: modelling, Geometry Nodes, Cycles, rigging and animation. I run the full cycle: modelling → UVs and textures in Substance Painter → lookdev and lighting → render and compositing in DaVinci Fusion, or assembly in Unreal Engine and Unity.
Right now I work on the digital twin of Moscow: tens of kilometres of road surfaces built from point clouds, in a team of 150+ people. Before that: hard-surface and product visualisation (100+ interactive industrial-equipment models for a web store), VFX for media projects (a FOOH clip featured by URA.RU) and event graphics.
Technical background: an honours degree in applied informatics from UrFU. I write Python scripts to automate Blender, know C# for Unity and Houdini at a basic level. I understand engine limits, mesh optimisation and topology for animation. I treat revisions as part of solving the project’s task.
Environments from scan meshes and point clouds
Procedural systems in Geometry Nodes
Lookdev, lighting, rendering in Cycles
VFX: tracking and compositing
Assets for Unreal Engine and Unity
Substance 3D Painter · Photoshop
Unreal Engine · Unity
After Effects · DaVinci Fusion
Cascadeur · Marmoset Toolbag
Python · C#
Houdini, 3ds Max (basic)
Road infrastructure for the city information model (digital twin) of Moscow, in a project team of 150+ people.
- Model road surfaces from scan meshes built on point clouds, cross-checking against maps and street-level panoramas.
- Prepare the geometry in Blender for further work in Unreal Engine.
- Personal output: tens of kilometres of finished road surfaces.
- Stack: Blender, Unreal Engine, scan meshes and point clouds.
Full-cycle 3D, motion design and VFX for commercial, media and industrial projects.
- Industrial 3D and e-commerce: 100+ hard-surface models of drilling equipment and spare parts for the GK Terra online store (gk-terra.com). Modelled from drawings, or from photos where there were none; PBR materials and web optimisation, so every model can be rotated right on its product page. Plus product renders for the catalogue.
- VFX for media projects: clips for well-known figures from show business and sport, from draft to final compositing, about 7 days per clip. Tracking in After Effects, compositing in DaVinci Fusion. A FOOH CGI clip for the Sverdlovsk Region Boxing Federation was published by the URA.RU Telegram channel.
- Event design: visuals for the International Women’s Forum, with graphics integrated into video and interactive scenes.
- Full-pipeline 3D: characters, props and environments. Topology, UVs, texturing in Substance Painter, lookdev, lighting and rendering in Cycles.
Every semester I owned the whole visual side of team game projects in Unity.
- 2026 — UrFU certificate for an advanced-level team project (3D visuals of a game project).
Defended with an “excellent” grade: a game project published on digital storefronts.
Let's build
something
Freelance projects, contract work and full-time roles. Send a brief or just a reference board — I reply within a day.