Sunday, April 26, 2015


After almost a year of "on and off" working on the new KitBash library, all 5 sets are now complete and available on WWW.VITALYBULGAROV.COM!

This Premium-Quality SUBD-based 3D KitBash Library is VFX-production friendly due to its quad-based topology mesh carefully crafted to hold up even for extreme close-up shots or high-resolution renders.
SAVE MORE THAN $65 AND BUY THE WHOLE "ULTRABORG" SUBD 3D KitBash Library that includes:
- ULTRABORG SUBD Cyber Muscles Pack
- ULTRABORG SUBD Pistons&Caps Pack
- ULTRABORG SUBD Wires&Cables Pack

Each set of 3D parts is delivered in several formats from OBJ and FBX to a "InsertMultiMesh" IMMbrush file for ZBrush allowing you to accelerate your 3D design workflow like never before. In order to optimize rendering setup the models in OBJ and FBX files are split per shader for easier materials adjustment and selection parts per material. This will come in handy whether you use Keyshot, Vray or any other rendering software. In order to optimize 3D assembling workflow the models in FBX file maintain their original Pivot coordinates.
Unlike the “raw-mech” style parts of the non-SUBD “Black Phoenix” and "Black Widow" Kits, the more organic “Ultraborg” kits will be perfect for accelerating design work for robotic characters or mechanical accessories where a more organic flow is required. An artist will also be able to take advantage of quad-based topology of the meshes by adding additional subdivisions when a higher resolution render or close-up is required.

I hope you'll enjoy using these in your awesome projects!


Sunday, August 17, 2014

"Black Widow" 3d KitBash Sets

New "Black Widow" 3d KitBash Sets are now available at 
All previously released sets get a 50% reduced price!!


Thursday, July 17, 2014

Black Widow

Finally finished a personal design that was started a long time ago!

Kudos to for such awesome HDR Maps!

I also built a new 3d KitBash library for this project that will be available on  SOON!  :)


Saturday, July 5, 2014


Had so much fun working on Transformers 4 with Michael Bay (Director), Jeffrey Beecroft (Production Designer), Ben Procter (Art-Director), Jeff White (ILM VFX Supervisor) and also very fortunate to be on the same team with such awesome artists as Fausto De Martini, Steve Jung, James Clyne, Alex Jaeger, Wes Burt, Josh Nizzi, Ed Natividad, John Park, Warren Manser, Paul Ozzimo, Patrick Faulwetter, Steve Messing, Ryan Church and many others.

Kudos to all at ILM and Bay Films who made it happen!!

Monday, September 30, 2013

3D KITBASH Store is now LIVE!

Very excited to announce that my new website with the 3D KitBash Store is now up and running. While I’ll keep as my portfolio site, the main goal with will be providing professional help to entertainment artists. Currently it got a Training DVDs section that leads to the Gnomon Workshop where you can get my DVDs and the 3D KitBash Store section where artists can purchase a library of reusable 3d mechanical parts that I made for the “Black Phoenix Project” so you can create your own designs. I’ll keep expanding the 3d library with new sets of reusable mech parts, mostly oriented for creating 3d concept art. But I also plan to introduce a series of production-friendly subdivision-based 3d parts for “curvy” and more organic looking shapes.

Also one of the main intentions for launching is creating a series of detailed video lessons on various 3d modeling techniques, digital sculpting and concept design. So stay tuned for more updates! 


Tuesday, April 23, 2013

Nike | Singularity

Couple weeks ago I had a chance to participate in this super fun project directed by Jonathan Berube.
In the past years I was able to learn a lot about design from Jonathan during his art-direction duties on such projects as “Starcraft 2: Heart of the Swarm” cinematic intro. Jonathan’s eye for lighting and image composition is truly outstanding. So it was a no-brainer when he asked if I’d be interested to design a Nike style prosthetic arm. I knew I was in for some good fun and another great learning experience :)

My goal was to stay loyal to original volumes of the actor’s muscles, but introduce enough negative space to make the structure feel light an elegant, while keeping the amount of raw hardware detail to minimum. 

I blocked out the initial shape of the arm in ZBrush using Dynamesh and then brought this sculpt into XSI for a more careful retopo. Simple neoprene perforation pattern was later added in Keyshot using a normal map texture. After recreating basic lighting in Keyshot  I passed renders to Jonathan and he made the final photo-model integration which included the comp, the color grading and the hot green re-coloration of the arm plates.  My initial renders used a yellow car paint for the plates which I thought looked cool at the time, but when Jonathan showed me his hot green version I said to myself: “Alright, you win. Now it does look like Nike haha!”

Check out J.Berube’s  article about the photoshoot on his website:
And an alternative "body" color palette of the arm on his Flickr page:


Sunday, April 14, 2013

Sloth robot and a timelapse video

An idea for a sentinel robot that could be operating either indoor within industrial buildings i.e. warehouses and factories or in outdoor locations using trees or man-made constructions.
I was inspired to make this one after watching videos about gyro-stabilized marksman platform Talon, camera stabilizer Movi and a video of a sloth falling out of a tree.

Since I won't have much time soon to make a proper tutorial I decided to at least record a video of the design process that you can see here:

The speed of the timelapse is set to 250% of original recording speed. During the video(especially towards the end) you'll be seeing details appearing from nowhere. The way it works is that my kitbash library is broken down in-to individual pieces with each of them being assigned to a specific hot-key.
I made a little script that brings a certain piece from kitbash library or even a whole set of pieces in-to the scene and then selects it, so you can plug it in right away into the model. This saves a lot of time and allows to try different things without getting attached too much to the design.