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Katerina Bondarenko

Katerina Bondarenko

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Katerina Bondarenko
I am a 3D artist focused on creating high-quality assets for real-time and rendered environments. My workflow covers the full production pipeline — from initial blockout to final presentation. I start with gathering references and defining the overall shape and proportions of the asset. For modeling, I use Blender and 3ds Max depending on the task, ensuring clean topology and efficient geometry. When needed, I refine forms and add high-frequency details in ZBrush. For cloth-based elements, I work in Marvelous Designer to achieve natural folds and realistic fabric behavior. Vegetation and organic assets are created using SpeedTree, allowing for optimized and visually rich results. Texturing is done in Substance Painter, where I focus on building believable materials with attention to wear, dirt, and surface variation. I also use vertex painting and layered approaches when appropriate for flexibility in-engine. For baking I use Marmoset Toolbag to achieve clean maps. I aim to create assets that are both visually appealing and technically optimized, suitable for use in games and real-time applications.