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ABOUT ME

My name is Daniil Kurzukov.
I am 3D Generalist and Concept/VFX Artist specialising in the end-to-end creation of cinematic and atmospheric experiences. I bridge the gap between raw, surreal concepts and polished 3D realities—handling the entire pipeline from initial 2D ideas and storyboards to complex procedural simulations, camera tracking, and dynamic visual effects until a vision becomes a fully realized, immersive universe.

3D GENERALIST
CONCEPT & VFX ARTIST
MULTIDISCIPLINARY ARTISTI help bring your creative ideas to life through:
— 2D illustration & AI-driven visual development
— Concept art & storyboarding
— High-poly sculpting & production-ready 3D modeling
— Advanced procedural VFX & dynamic simulations
— Camera tracking & compositing
— Cinematic storytelling & full-cycle animationFrom developing raw, surreal concepts to creating polished, production-ready assets and environments, I deliver visuals that combine profound artistic vision with technical precision.
My workflow leverages a powerful, multi-software pipeline to create detailed, optimized assets and compelling visual solutions tailored to each project’s needs—whether for visual development, cinematic animation, games, or experimental digital media.

SKILLS & SOFTWARE TOOLKIT

Software Toolkit:
— 3D, Sculpting & Cloth: Blender, Maya, ZBrush, Marvelous Designer
— VFX & Simulations: Houdini
— Texturing: Substance Painter
— Tracking & Compositing: 3dequalizer, Nuke, After Effects
— Concept & AI Generation: Photoshop, ComfyUI
— Audio Editing: Audacity

Pre-production & Previs
— Storyboarding, AI-driven visual development, shot composition, camera layout, animatics.
3D Modeling & Digital Sculpting
— Full asset and character pipeline: conceptual design, organic/hard-surface modeling, sculpting, cloth simulation, retopology, UV layout, and rigging.
Cinematic Environment Art
— Scene layout, set dressing, asset integration, world-building, and profound environmental storytelling.
Lighting & Cinematic Atmosphere
— Artistic lighting setups, volumetrics, color scripting, rendering, and immersive mood setting.
VFX & Dynamic Simulations
— Advanced procedural effects, rigid body destruction (RBD), fluid/gas simulations, and dynamic particle systems.
Tracking, Animation & Compositing
— Professional camera tracking, keyframe animation, cinematic editing, multi-layer compositing, and final polish from pre-vis to production-ready render.

WHY PARTNER WITH ME?

Traditional production pipelines often bleed time and budget due to miscommunication between artists, misaligned assets, and complex VFX handoffs. As a multidisciplinary 3D Generalist, Concept and VFX Artist specializing in atmospheric horror, I solve this by acting as a highly efficient «one-man army.» I bridge the gap between raw, psychological concepts and final cinematic execution under a single, unified vision. By mastering the full loop—from AI visual exploration and ZBrush sculpting to Marvelous Designer cloth simulations, Houdini procedural destruction, and pixel-perfect Nuke compositing—I eliminate pipeline friction and prevent the creative vision from getting diluted. Partnering with me means you get optimized, production-ready assets, flawless camera tracking, and deeply immersive, spine-chilling visuals delivered faster, without the need to hire and coordinate multiple separate specialists.

I slash production costs and pipeline friction by single-handedly transforming raw horror concepts into final, production-ready 3D/VFX realities.

CASES

TRIPOD, PHLEGM, GOOSEBUMPS, LUSTRA (making characters)

TRIPOD

The primary objective of Project «Tripod» was to design, execute, and present a high-end semi-realistic body horror character asset, culminating in a cinematic turntable showcase. The artistic vision demanded a complex fusion of organic tissue and mechanical elements. The core concept revolves around two surgically conjoined human figures—a male and a female—engineered to evoke a profound sense of visceral dread, psychological discomfort, and anatomical grotesque.

As the CG Generalist and Character Artist, I owned the entire production pipeline for this asset, managing both the creative direction of the horror elements and the technical execution.

Original size 1920x1360
Original size 1920x1360
Original size 1920x1360
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PHLEGM

The primary objective of Project «Phlegm» was to conceptualize and execute a high-fidelity surreal character asset within an accelerated timeframe. Operating under a strict time constraint, the project required transitioning rapidly from initial 2D sketching and ideation into a production-ready, fully optimized 3D model. The artistic direction centered on a surreal, unsettling aesthetic, demanding unique silhouettes and abstract organic forms while maintaining a professional industry-standard pipeline.

As the Solo CG Generalist and Character Artist, I established and executed the entire high-speed end-to-end pipeline.

Original size 1920x1360
Original size 1920x1360
Original size 1920x1360

GOOSEBUMPS

Project «Goosebumps» was initiated as a high-speed production challenge to conceptualize, model, and texture a unique horror character within a strict 3 day timeframe. The core artistic mandate was to design a non-anthropomorphic entity, moving completely away from human anatomy to explore unconventional, unsettling forms. The project served as a benchmark for rapid asset generation, testing the ability to maintain premium visual and technical quality under extreme time constraints.

As the Solo CG Generalist and Character Artist, I managed and executed the entire turnaround of the asset under a rapid production schedule.

Kurzukov Daniil CGI Portfolio | VFX / Concept art / Modeling
Project created at 26.10.2026