Beauty

Beauty

This project explores the contrast between distortion and idealisation through two opposing characters and environments. Entirely self-directed, it includes modelling, texturing, rigging, and scene design. While the final version wasn’t completed due to scale, the draft captures the core concept and visual direction.

This project explores the contrast between distortion and idealisation through two opposing characters and environments. Entirely self-directed, it includes modelling, texturing, rigging, and scene design. While the final version wasn’t completed due to scale, the draft captures the core concept and visual direction.

Beauty

These sketches represent an early stage of ideation, used to explore composition, character presence, and overall atmosphere. While not exhaustive, they were essential in shaping the direction of the animation, helping to establish framing, movement, and the contrast between environments.

The focus at this stage was not precision, but clarity of idea: simplifying forms and scenes into readable silhouettes and spatial relationships.

These sketches represent an early stage of ideation, used to explore composition, character presence, and overall atmosphere. While not exhaustive, they were essential in shaping the direction of the animation, helping to establish framing, movement, and the contrast between environments. The focus at this stage was not precision, but clarity of idea: simplifying forms and scenes into readable silhouettes and spatial relationships.

These sketches represent an early stage of ideation, used to explore composition, character presence, and overall atmosphere. While not exhaustive, they were essential in shaping the direction of the animation, helping to establish framing, movement, and the contrast between environments. The focus at this stage was not precision, but clarity of idea: simplifying forms and scenes into readable silhouettes and spatial relationships.

The ogre character was developed from a modified human base mesh, transforming it into a more distorted, doll-like figure. I created the hair and main outfit from scratch, while some decorative elements and shoes were sourced from BlenderKit. Custom ears were modelled to enhance the silhouette, followed by full shading and material work.

The ogre character was developed from a modified human base mesh, transforming it into a more distorted, doll-like figure. I created the hair and main outfit from scratch, while some decorative elements and shoes were sourced from BlenderKit. Custom ears were modelled to enhance the silhouette, followed by full shading and material work.

The character was rigged using an auto-rigging system, but required extensive weight painting adjustments due to its altered proportions. This ensured more controlled and believable movement.

The character was rigged using an auto-rigging system, but required extensive weight painting adjustments due to its altered proportions. This ensured more controlled and believable movement.

The first environment was designed to reflect the ogre’s presence — dark, minimal, and grounded. The focus was on atmosphere and lighting rather than complexity, creating a sense of isolation.

The first environment was designed to reflect the ogre’s presence: dark, minimal, and grounded. The focus was on atmosphere and lighting rather than complexity, creating a sense of isolation.

The first environment was designed to reflect the ogre’s presence: dark, minimal, and grounded. The focus was on atmosphere and lighting rather than complexity, creating a sense of isolation.

The first environment was designed to reflect the ogre’s presence: dark, minimal, and grounded. The focus was on atmosphere and lighting rather than complexity, creating a sense of isolation.

The second character contrasts the first through a more refined and idealised appearance. I created the full costume and hair using particle systems. The face base was sourced from BlenderKit but heavily modified to better suit the concept, with additional custom features added.

The second character contrasts the first through a more refined and idealised appearance. I created the full costume and hair using particle systems. The face base was sourced from BlenderKit but heavily modified to better suit the concept, with additional custom features added.

This character was rigged manually from scratch, as its proportions - particularly the ears were not compatible with auto-rigging tools. This allowed for more precise control over deformation.

This character was rigged manually from scratch, as its proportions: particularly the ears were not compatible with auto-rigging tools. This allowed for more precise control over deformation.

This character was rigged manually from scratch, as its proportions: particularly the ears were not compatible with auto-rigging tools. This allowed for more precise control over deformation.

The second environment was designed as a visual contrast - light, open, and minimal. A softer atmosphere and simplified forms were used to create a more “heavenly” setting.

The second environment was designed as a visual contrast light, open, and minimal. A softer atmosphere and simplified forms were used to create a more “heavenly” setting.

The video presented is a draft version of the intended final animation. While the full outcome was not completed, it reflects the core idea, visual direction, and overall art direction behind the project.

The video presented is a draft version of the intended final animation. While the full outcome was not completed, it reflects the core idea, visual direction, and overall art direction behind the project.

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Open to selected freelance projects, collaborations, and creative opportunities. For commissions, partnerships, or professional enquiries, please get in touch.

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get in touch

Open to selected freelance projects, collaborations, and creative opportunities. For commissions, partnerships, or professional enquiries, please get in touch.

contact me

First name

Last name

Email

Phone no.

Contact us

get in touch

Open to selected freelance projects, collaborations, and creative opportunities. For commissions, partnerships, or professional enquiries, please get in touch.

contact me

First name

Last name

Email

Phone no.

Reach out.

Graphic designer focused on branding, motion, and 3D.
Creating bold, considered visuals that connect and communicate. Feel free to reach out.

With love by

©2025 SOFIA NIKOL STROKINA MEDVEDEV. All right reserved.

Reach out.

Graphic designer focused on branding, motion, and 3D.
Creating bold, considered visuals that connect and communicate. Feel free to reach out.

With love by

©2025 SOFIA NIKOL STROKINA MEDVEDEV. All right reserved.