Website powered by
Elena Kuchalskaya
Elena Kuchalskaya
Lead CG Artist at Last Level
Moscow, Russia

Summary

Full cycle of creation of AAA Environment / Props:
• creation of blokouts, low poly meshes
• creation of high poly meshes, sculpting, facturing, retopology
• creation of UVs
• baking normals, AOs and other maps
• creation of textures and materials (PBR)
• importing and customization of the models to the specific engines and shaders
• rendering of final models and each stage results
• getting into the specific pipelines, engines, shaders on each project

Skills

PBR TexturingTexture BakingTexturingSculpting3D Modeling

Software proficiency

ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
Substance 3D Painter
Substance 3D Painter
Maya
Maya
UVLayout
UVLayout
Marmoset Toolbag
Marmoset Toolbag
Photoshop
Photoshop

Productions

    • Video Game
      Horizon Forbidden West
    • Year
      2022
    • Role
      3d artist
    • Company
      I`m proud to have contributed to the success of Horizon Forbidden West together with Guerrilla Games
    • Video Game
      The Marvel’s Avengers
    • Year
      2020
    • Role
      3d artist
    • Company
      Happy to share the news that Ulysses Graphics was involved in 3D art for The Marvel’s Avengers
    • Video Game
      Call of Duty: Black Ops Cold War
    • Year
      2020
    • Role
      3d artist
    • Company
      Thanks #UlyssesGraphics for the opportunity to be a part of Call of Duty: Black Ops Cold War

Experience

  • 3d artist at Freelance
    Kiev, Ukraine
    December 2017 - March 2019

    • creation of low poly meshes

    • creation of high poly meshes, sculpting

    • creation of UVs

    • baking normals and other maps

    • creation of textures and materials (PBR)

  • 3d artist at Ulysses Graphics
    Kiev, Ukraine
    March 2019 - March 2021

    Full cycle of creation of AAA Environment / Props:

    • creation of blokouts, low poly meshes

    • creation of high poly meshes, sculpting, facturing, retopology

    • creation of UVs

    • baking normals, AOs and other maps

    • creation of textures and materials (PBR)

    • importing and customization of the models to the specific engines and shaders

    • rendering of final models and each stage results

    • getting into the specific pipelines, engines, shaders on each project