How I learned my skills
Education
B. G. Izgagin Perm College of Industrial and Information Technologies
| Year | 2019 |
| Specialization | Design by Industry |
| Qualification | Decorative Arts and Design Specialist |
| What I Learned | Fundamentals of composition and graphic design, plus product design for different industries |
3D Courses and Training
BlenderVerse 2.1 — Danil Gryzlov (completed)
| Period | October–December (3 months) |
| Format | Online course covering the creation of a 3D character from scratch in Blender |
| Topics | Modeling, sculpting, retopology, UVs, materials and nodes, cloth, hair, animation, lighting and composition, export, technical preparation, and AI in the pipeline |
| Outcome | A structured character pipeline and the foundation of my current portfolio |
This was the first course in which I completed the entire character creation process. I followed the work in one sequence, from blocking and proportions to the final render and export. During the course, I built a complete character pipeline in Blender: form → sculpting → retopology → UVs and materials → cloth and hair → animation → lighting and composition. After that course I stopped learning in fragments and started treating a portfolio character as a single project with clearly defined stages.
Robots by Polyfjord — Asbjørn Lote (in progress)
| Link | robots.polyfjord.com |
| Format | Online course on creating hard-surface robots in Blender |
| Topics | An armature-first approach to robots, hard-surface modeling, rigging and constraints, inverse kinematics, mechanical animation, a tracked drive system, a robotic arm, volumetric lighting, and compositing |
| Purpose | To strengthen my hard-surface and mechanical rigging skills, complementing the character art covered in BlenderVerse |
I am currently taking this course, including its modules on robots and mechanics. Polyfjord is about machinery: bones, mechanical animation, volumetric lighting, and the final render. That sits next to the character work from BlenderVerse.