
ABOUT ME

WHAT CAN I DO FOR YOU?I can help turn your creative ideas into engaging 3D visuals and animations, contributing to different stages of production.-3D Modeling/Sculpting: Create stylized characters, props, and environments based on concepts and references.-Texturing/Materials: Develop textures and materials that enhance the visual style of a project.-Retopology/Rigging: Prepare 3D models for animation with clean topology, UV layouts, and functional rigs.-Animation: Animate characters, creatures, and objects with attention to weight, timing, and natural movement.-Character Acting: Communicate personality, emotions, and intentions through expressive poses, body language, and movement.MY NAME IS LETTY3D GENERALIST / 3D ANIMATORI’m a 3D artist passionate about character creation, animation, and visual storytelling. I love bringing characters to life, from designing their appearance to expressing their personalities through movement and emotion. My creative process covers different stages of 3D production, including sculpting, modeling, retopology, UV mapping, texturing, and rigging. In animation, I focus on body language, timing, and expressive movement that makes characters and objects feel alive. I enjoy combining artistic creativity with technical skills to create stylized characters and engaging 3D worlds.I’m open to freelance projects, creative collaborations, and opportunities in animation and game development.HSE SCHOOL OF DESIGN / 2023–2027

SOFTWARE/TOOLSAUTODESK MAYA: 3D Modeling/Retopology/UV Mapping/Rigging/AnimationZBRUSH: SculptingSUBSTANCE 3D PAINTER: Texture PaintingUNREAL ENGINE: Real-Time/Lighting/Rendering
WHAT I BRING TO A PROJECT
3D Modeling/Sculpting: Creating stylized characters, props, and environments.
Retopology/UV Mapping: Preparing models for texturing, rigging, and animation.
Texturing/Materials: Developing surfaces that enhance the visual style.
Rigging: Building character rigs and setting up controls for animation.
Animation: Bringing personality and emotion to characters through movement.
HOW I WORK
Research References ->Modeling//Sculpting -> Retopology//UV Mapping -> Texturing//Materials -> Rigging -> Animation
I enjoy being involved in every stage of bringing a 3D character to life. Working with modeling, sculpting, rigging, and animation allows me to see how each decision influences the final result. I pay particular attention to how characters move, react, and express themselves, giving each one a distinct personality.
THE CHALLENGE
How can a detailed 2D character design be transformed into a functional 3D model without losing its unique style, proportions, and visual identity?
Every character starts with an idea.
The original design combines bold colors, unusual proportions, and intricate costume details. My goal was to capture its unique personality and translate the illustrated shapes into a three-dimensional form.

I focused on recreating the character’s silhouette, facial features, and costume while adapting the original design to 3D. Special attention was given to proportions, layered clothing, and small decorative elements.
RETOPOLOGY//




Adding color, texture, and personality
I focused on translating the original design into three-dimensional forms while preserving its distinctive silhouette and costume details. The process involved modeling, sculpting, retopology, UV mapping, texturing, and rigging.
Each stage required finding a balance between the visual design and the technical requirements of 3D production.
The result:
THE CHALLENGE
How can different objects communicate weight, flexibility, speed, and physical forces through animation?
The result:
I explored fundamental animation principles through several exercises: bouncing balls, a pendulum, a whip, and an arrow impact.
Each exercise focused on a different aspect of movement, including timing, spacing, gravity, inertia, overlapping action, and the transfer of energy.
By adjusting the timing and behavior of each object, I worked on making their movements feel physically convincing.
BODY MECHANICS
THE CHALLENGE
How can changes in speed, posture, balance, and intention transform the way a character walks or runs?
I explored body mechanics through different variations of walking and running.
The exercises included walking in place and through space, sneaking walks, running in place, and running through an obstacle.
I paid attention to weight distribution, foot placement, timing, and body coordination. Each variation required a different approach to rhythm and movement to communicate the character’s physical actions and intentions.
The result:
THE CHALLENGE
How can a character communicate thoughts, emotions, and intentions without relying on dialogue?








