
ABOUT ME
I am Anastasia Shaiakhmetova, a 3D animator, rigger, and generalist. My core specialism is animation and rigging, and I also cover digital sculpting, retopology, modeling, and texturing — working directly with individual creators and private clients to bring their ideas to life in 3D, exactly as they envision them. I strive to make every project feel personal and precise, using the full range of the 3D pipeline to turn a brief into a finished, usable result.

HARDSKILLS:
— Character and prop animation: loops, action sequences, expressive motion, timing, and weight
— Rigging and skinning: IK/FK setups, custom controls, clean deformation, facial rigs, and blend shapes
— 3D generalism: modeling, digital sculpting, retopology, UV layout, and PBR texturing
SOFTWARE:
Autodesk Maya, Blender, Zbrush, Adobe Substance Painter, After Effects, Unreal Engine 5

I am a B2C 3D creative partner. I work directly with individual creators and private clients who need a reliable 3D generalist to turn their idea into a finished result. My core focus is animation and rigging, and I can also cover digital sculpting, retopology, modeling, texturing, and related pipeline tasks. Whether you are a solo indie developer, a YouTuber or content creator, an indie author, a tabletop creator, a cosplayer, or a private client with a custom project, I will listen to your vision and bring it to life in 3D — exactly as you imagined it.
CHALLENGE
Create 3D animations of human and animal characters in Maya and present them in an engaging, non-boring way.
APPROACH
I turned each technical exercise into a focused motion study — human body mechanics and acting through timing and silhouette; animal motion built from reference; rigging shown as the foundation through deformation tests and control breakdowns. The presentation uses motion studies, reference comparisons, and rig close-ups to make the technical work read as part of the visual language.
RESULT
A portfolio-ready collection of Maya animation exercises that showcases both technical skill and a creative approach to presenting the work.
CHALLENGE
Create character rigs that are comfortable and enjoyable for animators to work with — technically solid, visually clear, and intuitive from the first click.
APPROACH
I designed each rig with the animator’s workflow in mind: color-coded custom controls, seamless IK/FK switching, clean deformation tested through extreme poses, organized facial rigs with blend shapes, a tidy outliner hierarchy, custom attributes for common tasks, and consistent visual clarity across all controllers.


RESULT
Animator-friendly rigs that feel fast, readable, and pleasant to use — clean deformation, intuitive controls, and an organized structure that lets the animator focus on performance, not on fighting the rig.
CHALLENGE
Create a complete 3D character from scratch, handling every pipeline stage independently — concept, modeling, sculpting, retopology, UVs, texturing, rigging, and presentation — to prove true generalist capability.






