- 3D Modeler
- Animator
- Character Rigger
- +2
Cyril Martakov
- Surrey, Canada
- 4 projects
I’m a Houdini and 3D generalist/AI artist focused on creating high-end procedural 3D work for film, television, and commercial projects.
About
I’m a Houdini and 3D generalist/AI artist focused on creating high-end procedural 3D work for film, television, and commercial projects. I build and refine environments, lookdev, lighting, grooming/feather setups, and final renders, often combining VFX simulations like Vellum, RBD, Pyro, and particles with AI-generated video content to support the overall shot.
I enjoy working end-to-end—from scene layout and asset reuse to polished compositing—while also collaborating closely with supervisors, modelers, texture/looks teams, and producers to hit deadlines and creative goals. Across freelancing and studio roles, I’ve delivered numerous revisions, authored reusable procedural assets, and supported production pipelines using tools like Houdini, Maya, Redshift, Nuke, and related DCC workflows.
- Joined October 2026
Languages
- EnglishAdvanced
- RussianFluent
- UkrainianFluent
- Romanian, Moldavian, MoldovanBeginner
Industry experience
- Media & Entertainment
Projects · 4
- 3D Modeler
- Animator
- Character Rigger
- +2
- 3D Modeler
- Animator
- Character Rigger
- +2
The project was mostly done in Houdini with character animation done in Maya. I did part of the modeling, all scenes 3D layout, scene assmbling car animation, crowd work, camera choreography. I also did all lighting, lookdev, shading and rendering, compositing of several shots. I also played a role of Art Director and Superviosr.
- 3D Modeler
- Animator
- Character Rigger
- +2
Work experience· 8 roles
Completed 12–15 compositing revisions weekly by blending lighting, effects, and AI-generated footage into final shots. Delivered 5–7 procedural assets per week to support modeling, animation, and simulation needs across shots. Built procedural models and scene layouts designed for efficient shot setup and asset reuse. Animated characters and motion paths using procedural and keyframe techniques for polished movement. Simulated particles, Vellum, RBD, and Pyro to create dynamic shot elements. Developed groom and feather setups for believable character and creature detail, and produced lighting, lookdev, shading, rendering, and AI video content generation for final delivery.
Built grooming assets for hair, fur, and feathered characters in Houdini. Collaborated with modeling, texture, look development, and VFX supervisors to define and refine asset appearance. Delivered grooming work on schedule while balancing production feedback and department requirements. Presented assets in dailies and addressed look, technical, and implementation notes as needed. Extended grooming techniques to props and costumes when non-character assets required similar treatment.
Built procedural models and keyframe animations for varied digital effects and motion graphics work. Created particle, Vellum, RBD, and Pyro simulations to support dynamic shot requirements. Developed groom and feather setups while handling 3D texturing for character and asset continuity. Managed scene layout to align compositions, camera placement, and shot-ready staging. Handled lighting, look development, shading, and rendering to finish polished final frames.
Education
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