/ SERVICES — 3D AUTOMOTIVE

3D AUTOMOTIVE VISUALIZATION.

Real-time car visualization for launches, configurators, and brand film. We build automotive environments, 3D vehicle modeling and look-development, and effects in Unreal Engine and Houdini, directed for the image and delivered to broadcast finish.

SEE THE WORK
NYC · NOVI SAD · WORLDWIDE
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ASTON MARTIN F1. ARAMCO F1 LIVERY. GLENFIDDICH × ASTON MARTIN. IBM × FERRARI.

CONTRIBUTING AUTOMOTIVE CG · WITH FUZE STUDIOS AND POST PROCESSED

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CARS, BUILT IN REAL TIME

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3D Automotive Capability

/ WHAT WE DO
Car launches and hero film

One real-time environment and camera package, delivered as film, social cutdowns, stills, and event content from a single scene.

Real-time configurators and interactive assets

Vehicles built as modular hero objects, so the same car drives film, stills, and a configurator without being rebuilt.

Automotive environments and digital twins

Worlds built for the shot, including full CG digital twins from reference and satellite data.

3D vehicle modeling and look-development

Automotive 3D modeling and surfacing that holds under cinematic light, paint, glass, chrome, and carbon reading through the world reflected in them.

Effects, in Houdini

Simulation that stays art-directed, then lit and rendered in the same real-time scene as the car.

Broadcast finish

On fixed launch and race-weekend dates.

We work real-time first. Unreal Engine for iteration and delivery, Houdini where a shot needs simulation. The advantage is direction: the art director sits in the engine with the director and client and shapes the image while the shot is being discussed, not days later in a render queue. For the full breakdown, read our guide to real-time car rendering.

Every 3D automotive design decision is held against the same test: does the car read as the subject. Car visualization only works when the paint, the reflections, and the environment agree, so a 3D car rendering and a car render pulled from a configurator scene share the same materials and the same light.

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How We Work

/ HOW WE WORK
01
DISCOVERY
REFERENCE AND BRAND LANGUAGE
02
LOOK-DEV
VEHICLE LOOK-DEVELOPMENT AND MATERIALS
03
REAL-TIME BUILD
ENVIRONMENT AND CAMERA IN UNREAL, EFFECTS IN HOUDINI
04
ITERATION
LIVE REVIEW WITH THE CLIENT, IN-ENGINE
05
DELIVERY
BROADCAST-FINISH OUTPUT ACROSS FORMATS
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Snezhana Paderina, Art Director and Cinematics Director, founder of SNEZHANA.NYC CG Studio

SNEZHANA PADERINA
/ ART DIRECTOR

I'm an art director and cinematics director. I trained at Parsons, and I've worked across fashion, fashion technology, and CG for over a decade. I run SNEZHANA.NYC, a CG studio working in cinematics, automotive, digital fashion, motion capture, and Unreal Engine.

A lot of CG comes out of games or VFX. My lineage is film and fashion. I think about image-making, character, styling, mood, and silhouette the way commercial and editorial directors do, and I bring that to real-time work.

The studio is small and senior by design. When you work with us, you work directly with the person directing the work. That's the point.

I am an Unreal Authorized Instructor, an authorization from Epic Games recognizing my Unreal Engine instructional capabilities.
I teach real-time production workflows and mentor artists transitioning to Unreal.

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How We Engage

/ ENGAGEMENT
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NDA and IP handled before any work begins

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Typical project: 4–12 weeks, scoped to brief

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Agency-led and direct brand, mid-market budgets

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Direct access to the director, no account layer

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Proposal within 48 hours of a fit call

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Comfortable across US and EU time zones

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Automotive CG Questions

/ FAQ
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START A PROJECT.

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PLANNING A CAR LAUNCH,
A CONFIGURATOR, OR A FILM?

Tell us about the project, the brand, and the timeline. We reply within 48 hours with whether it's a fit and what comes next.