Video summary

Так ли велик СЕРГЕЙ КОЛЕСОВ? Творческий путь самого известного CG-художника из СНГ

Main summary

Key takeaways

Art and Creativity

Summary of the video’s content

The video is a retrospective and critique of CG artist Sergey Kolisov, discussing why he stands out in the Eastern European/SNG CG community. The speakers trace his artistic growth from early tablet drawings through increasingly complex digital painting and 3D-assisted workflows, then into later stages associated with game art styles (e.g., work for Disonored / Dishonored).

A major theme throughout is his visual storytelling—how he embeds narrative, emotion, and “absurd” humor through small details, frequently building multi-layer compositions that can read like a puzzle or rebus. They also emphasize his courage to post unfinished/experimental work, his curiosity, and his willingness to shift direction rather than stay in a single trend.


Artistic techniques, concepts, and creative processes shown/outlined

1) Evolution of rendering style (early → later)

  • Early period: largely monochrome / black-only graphic approach
  • Gradual shift toward more color and more painterly/lively results
  • Later development: movement away from super-fine brushwork toward larger stroke language, simplified forms, and more poster/comic-like clarity

2) Stroke-based form construction (including “academic” stroke logic)

  • Frequent use of visible strokes to model planes and volumes
  • Discussion of a technique described as classical/academic: each stroke acts as a plane rather than smoothing everything out

  • Mention of an influence from a colleague whose style uses jagged strokes while keeping forms readable

3) 3D-to-2D workflow concept (planning and lighting)

Kolisov is said to know 3D well (e.g., early 3ds Max versions). Using 3D as a base for 2D includes:

  • scene planning
  • camera composition
  • determining where detail and lighting should go

This is presented as helpful for translating a believable 3D environment into digital painting.

4) Layering / “overlay” and masking effects (speculated technique)

The speakers infer technical methods for achieving stroke transitions and gradients, such as:

  • making a black-and-white sketch
  • possibly underpainting
  • painting on top afterward
  • using overlay-like blending/masks to preserve/restore grayscale structures

Specific examples include how color layers can be edited/erased to keep parts of the original tonal sketch.

5) Micro-detail realism using extreme brush control

  • Discussion of ultra-high detail achieved via a one-pixel brush (or similar pixel-level approach)
  • The video argues this is labor-intensive and allows:
    • smooth transitions
    • extremely high definition
    • convincing finish without changing stroke shape repeatedly

6) Speedpainting / stream process as creative method

  • References to speedpaints and streaming:
    • viewers can see progression
    • how the artist thinks while arriving at final quality
  • Streaming content is described as deleted/hidden, but the video treats it as a key window into his process.

7) Narrative storytelling through “visual rebus” design

A repeated framework is described: Kolisov builds meaning at multiple levels.

  • Level 1 (literary/narrative): what the scene appears to show (monster approaches, disaster, etc.)
  • Level 2 (structure/composition): how characters/items are arranged and whether the arrangement supports the implied event
  • Level 3 (subtext/metaphor/emotional tone): deeper meaning that flips your interpretation (absurdity turning into anxiety/horror)

How his storytelling is described as working:

  • Start with something that looks absurd or funny at first glance
  • Then reveal that small objects/behaviors imply a fuller story (a “Eureka” discovery)
  • Use partial specificity: enough for atmosphere, not enough to fully explain everything

8) “Absurd” as an inspiration engine

  • The speakers position “absurdity” as central to Kolisov’s motivation and subject matter
  • They connect his sensibility to absurdist film influences (via director references)
  • Examples emphasize illogical combinations that still feel emotionally coherent

Materials / tools / workflow references (as mentioned)

  • Tablet drawing
  • Brush-based digital painting with varying brush sizes (from fine strokes to larger stroke blocks)
  • 3D software: early 3ds Max
  • Layer workflows: stacking tonal/color layers and using blending/masks (exact steps are discussed as guesses, but masking/overlay behavior is described)
  • Competition/game art pipeline (international CG competitions; game studio commissions)

Creators or contributors featured (mentioned)

  • Sergey Kolisov (subject of the video)
  • Lesha (host/speaker who talks most)
  • Viktor Antonov (collaborator mentioned; linked to art style for games)
  • Cedric Perevernay (colleague mentioned as an influence for stroke/jagged style)
  • Lesha also references/describes community artists:
    • Oleg Vdovenko
    • Chubak
    • Maxim Verekhin
    • Voldmar the Cossack
  • Filonov (art historical reference; influence/mood comparison)
  • Geliy Korzhev (art historical reference; comparison)
  • Vadim Bakhlachev (mentioned in competition context)
  • Oleg Vdovenko / others are referenced mainly as speedpaint community alumni

Game/industry-related studios/works mentioned:

  • Blizzard
  • Doom / Diablo / Dysonrd / Dishonored: “Disonord” (spelled variably in subtitles), clearly referring to Dishonored

Additional Russian rock/music-name guesses mentioned as comment interpretation:

  • Grebenshchikov (attributed by forum commenters)
  • Valery Kipelov (interpreted as an influence/recognition by viewers)

Note: Some names appear only as guesses or secondhand forum interpretations, but they are still explicitly mentioned in the subtitles.

Original video