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Ivan

3D artist

Age:
22 years
City:
Kyiv

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Profile
My goal is to create immersive and visually engaging environments for games, grow as
a professional 3D artist, and contribute to the development of high-quality projects
Ivan Poznanskyy within a team. While I may not yet have experience in top-level studios, I’ve already
gained a solid foundation and strong motivation to keep learning and evolving. I'm
eager to gain hands-on experience, learn from industry professionals, and start my
3D ARTIST
journey in game development with passion and dedication.

Details Employment History
Telegram @Ivan_poz
Junior 3D Prop Artist, Future/Past Creatives
Kyiv
JANUARY 2024 — FEBRUARY 2025
Ukraine
• Creating high-poly models in ZBrush with detailed sculpting of shapes, surface
[open contact info](look above in the "contact info" section)
damage.
[open contact info](look above in the "contact info" section)
• Performing re-topology and optimizing geometry for real-time applications.
• Baking Normal, AO, and other texture maps in Marmoset Toolbag.
• Texturing assets in Substance Painter with a focus on photo-realistic results.
Links
• Preparing UV maps and working within a PBR workflow.
LinkedIn • Finalizing assets and preparing them for integration into game engines.
ArtStation Review on my LinkedIn profile

Skills Education
Autodesk Maya Bachelor, Salvador DaIi Academy of Contemporary Arts, Kyiv
SEPTEMBER 2018 — JUNE 2023
Substance Painter

Marmoset Toolbag 4
Courses
SuperSubstance , VideoSmile
Zbrush NOVEMBER 2024 — DECEMBER 2024

Topogun
English Language Course (B2/C1), Green Country
SEPTEMBER 2015 — JUNE 2018
Adobe Photoshop

Pet Project "Mailbox"
Languages Software: Maya, Substance Painter, Marmoset Toolbag

English This mailbox prop was created as a portfolio piece with a strong focus on material
storytelling and surface variation.
Ukrainian
• Modeling was done in Maya with attention to clean topology and real-time
optimization.
Russian
• UV unwrapping was performed for efficient texture space usage and minimal
distortion.

• Baking of normal, AO, and other maps was done in Marmoset Toolbag to ensure
accurate detail transfer.

• Texturing in Substance Painter emphasized varying levels of metal wear —
including chipped paint, rust buildup, worn edges, and exposed bare metal — to
convey age and long-term outdoor use.

• Graffiti, scratches, and dirt were added to reinforce the narrative of an urban,
neglected object.

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