
I create worlds that tell stories

Hi!! ★
My name is Natalia. I’m a CG artist with a 3D generalist approach focused on atmospheric 3D worlds and cinematic storytelling. I enjoy developing original concepts and bringing existing ideas to life through environments, lighting, and composition.I’m especially drawn to horror, mystery, and gothic aesthetics, but I’m also interested in exploring other visual styles.Focus: Environment Art · 3D Modeling · CinematicsTools: Blender · Maya · Unreal Engine 5 · Unity · ZBrush · Substance 3D PainterI turn ideas into atmospheric 3D worlds

Black Wedding | Chernaya Svad’ba
Modelling • Atmosphere • EnvironmentConcept
On a remote island, a Gothic-inspired stave church stands beside an old cemetery. Candles burn among the gravestones, wreaths drift across
the water, and crimson light spills from the windows. Inside, an unseen ritual takes place: a black wedding, inspired by the idea of a marriage between
the living and the dead.


Creative Challenge
To explore architectural design and improve my 3D modeling skills while creating an environment that suggests a story through atmosphere
and visual details alone.
Process
I designed and modeled the architecture and key environmental elements in Blender, assembled the scene, and adapted existing textures to fit
its visual direction. Lighting, fog, composition, and environmental details helped establish the unsettling atmosphere.


I bring stories to life through cinematic storytelling
Diner US
Cinematic Storytelling • Atmosphere • EnvironmentConcept
Earth no longer belongs to humanity. An abandoned roadside diner, hidden among forests and mountains, preserves traces of everyday life. Inside, familiar objects and warm lighting evoke the human activity that once filled the place. Outside, patrol drones scan the deserted surroundings, while towering machine facilities loom beyond the mountains.


Creative Challenge
To create a game-inspired post-apocalyptic environment that conveys sudden abandonment and the contrast between the warmth of human life and the cold, mechanical world that has replaced it.
Process
I started with a blockout of the environment, developed the terrain,
and assembled the scene in Unreal Engine 5 using selected asset-library models. I worked on vegetation, lighting, composition, and camera direction, then added animated drones and environmental details such as scanning beams, flickering robot eyes, and VFX.


I integrate my original 3D designs
into cinematic worlds
Tenyok
Character Design • Cinematic Storytelling • EnvironmentConcept
Tenyok was once an ordinary boy who became lost in the forest. Now he serves it, collecting the souls of other lost people and trapping them inside dolls. The voices of his parents, whose souls are also imprisoned, guide him toward his next victims.


Creative Challenge
To develop an original character through the full 3D production pipeline
and integrate him into a cinematic scene that reveals another side
of his story.
Character Pipeline
I sculpted the character in ZBrush, then completed retopology, UV-mapping, rigging, and animation retargeting in Maya, with manual animation adjustments. Texturing and map baking were completed
in Substance Painter.


Cinematic Production
I then assembled the cinematic in Unreal Engine 5 using environment assets from Fab, working on scene composition, lighting, cameras, animation,
and rendering. I also created the audio sequence, integrating
and processing voice performances representing the boy’s parents.














