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3D artist
- City of residence:
- Kyiv
- Ready to work:
- Kyiv, Remote
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Email: [open contact info ](look above in the "contact info" section)
Artstation: https://www.artstation.com/buba2050
Professional Experience
3D Artist
Qualium Systems | January 2025 – July 2026
Working as a 3D Artist on commercial VR projects for medical education and simulation, creating
real-time assets for Unity/Reality Composer Pro/UnrealEngine5.
Responsibilities:
● Created realistic game-ready 3D assets for VR applications, including characters, clothing,
anatomical models, organs.
● Managed the complete production pipeline from references and dermatologist request to final
implementation in Unity.
● Created high-poly sculpts in ZBrush and optimized low-poly meshes for real-time rendering.
● Performed retopology, UV mapping, texture baking, and PBR texturing using Substance Painter.
● Designed and simulated clothing in Marvelous Designer and refined garments in Blender.
● Created realistic materials and textures for characters, clothing, and medical assets.
● Built modular assets optimized for VR performance while maintaining visual quality.
● Prepared assets for Unity and verified models, materials, and textures in-engine.
● Maintained consistent asset organization, naming conventions, and production standards across
projects.
● Created rigging, control rigs, skinning, weight painting, and animations when required.
● Collaborated closely with designers, developers, and technical artists to meet artistic and technical
requirements and also resolve asset integration issues during implementation in Unity. .
● Optimized assets by reducing polygon count, minimizing material usage, and improving texture
efficiency while maintaining visual quality for VR applications. .
Key Projects
Medical Cosmetology VR Training
● Created a realistic female character with modular clothing and hair cards for VR .Sculpted
anatomical details and facial features.
● Produced game-ready topology, UVs, baked maps, and PBR textures, optimized textures for
interactive medical education. .
● Created facial blendshapes, rigging, skinning, and animations.
● Performed final validation and testing of assets in Unity, ensuring correct appearance and
performance.
Human Anatomy VR Project
● Investigated and resolved asset pipeline issues related to animation export by testing and
validating assets across GLB and USDZ workflows.
● Configured shader-based transitions between healthy and pathological heart states in Reality
Composer Pro for Apple Vision Pro.
● Created highly detailed anatomical organs and educational assets for medical visualization.
● Optimized models and textures for real-time rendering while preserving anatomical accuracy in
USD/USDZ format for Apple Vision Pro .
● Produced animations of physiological processes and prepared assets for interactive educational
scenarios in Reality Composer Pro.
Emergency First Aid VR Training Simulator
● Created human characters for an interactive VR first aid training simulator designed to teach
emergency response in accident scenarios (including character assets, clothes, hair cards)
● Built character rigs, prepared assets for animation, and optimized models for real-time
performance.
● Collaborated with developers to ensure smooth integration into the VR application in Unity.
MetaHuman Character Pipeline
● Worked with MetaHuman characters and Unreal Engine, adapting characters and skeletal
meshes for real-time workflows.
● Integrated custom-created clothing into MetaHuman characters
● Exported and adapted MetaHuman skeletal meshes in Blender for further character development.
● Created a custom Control Rig in Blender based on the MetaHuman skeleton.
● Integrated the custom rig with facial blendshapes to support both body animation and facial
deformation.
● Worked with skinning, weight painting, and character deformation.
● Prepared skeletal meshes, rigs, and blendshapes for integration and use in Unity.
● Created and groomed realistic character hair using XGen, including hair setup and preparation for
real-time workflows.
● Prepared XGen hair for export by converting groom data into Alembic and importing the resulting
hair assets into UE.
● Created wearable character assets for MetaHuman.
● Structured wearable assets for further use across different characters and projects, maintaining
compatibility with existing skeletal and animation setups.
Motion Capture in UE:
● Worked with markerless motion capture animation workflows in Unreal Engine, including motion
extraction, retargeting, animation cleanup, and manual refinement of captured data
● Corrected and refined automatically generated body, hand, and finger animation to address
tracking inaccuracies, jitter, incorrect poses, and unwanted motion
● Worked with Live Link and MetaHuman animation workflows in Unreal Engine.
Blender Python / automation:
● Used Blender Python API to automate repetitive rigging and character setup tasks.
● Created scripts for batch application of bone constraints, including Limit Location, Limit Rotation,
Limit Scale, and Child Of constraints.
● Automated constraint setup between multiple armatures and matching bones.
● Used Python scripting to streamline character rigging and asset preparation workflows in Blender.
3D Scanning & Photogrammetry
March 2024 – December 2024
● Processed and cleaned high-resolution 3D scans of people, clothing, and props for photorealistic
character production.
● Performed mesh cleanup, hole filling, topology correction, and retopology of scanned assets.
● Created optimized high-poly and low-poly character meshes and prepared UV layouts for baking
high-resolution scan data onto optimized production meshes.
● Worked with Photoshop, ZBrush, Blender, Mari and Substance 3D Painter throughout the
character production pipeline.
● Developed realistic skin textures, including albedo, roughness, displacement, and other material
maps.
● Prepared character rigs for animation and deformation.
● Performed skinning and weight painting.
● Tested and corrected deformation issues around major joints, including shoulders, elbows, hips,
knees, and hands.
2D Artist / Concept Artist
October 2022 – April 2024
Worked as a 2D Artist and Concept Artist as a freelancer, creating visual concepts for game development
and interactive projects.
Responsibilities:
● Designed character concepts from initial ideas to production-ready artwork.
● Created outfit variations, accessories, and visual customization options.
● Developed props, weapons, and environment concepts.
● Produced turnarounds and orthographic views.
● Worked with shape language, color theory, composition, and silhouette readability.
● Created paint-overs and design iterations based on team feedback.
● Collaborated with Animators and developers to ensure concepts were practical for production.
● Prepared 2D characters for animation in Spine 2D, including separating artwork into
animation-ready elements and building character rigs with bones.
● Prepared and organized 2D character assets for further animation and implementation.
● Prepared detailed reference sheets and production documentation for asset creation.
Key Skills
● Character Design
● Concept Art
● Costume Design
● Prop Design
● Environment Concepts
● Color Theory
● Composition
● Photoshop
● Visual Development
Artstation: https://www.artstation.com/buba2050
Professional Experience
3D Artist
Qualium Systems | January 2025 – July 2026
Working as a 3D Artist on commercial VR projects for medical education and simulation, creating
real-time assets for Unity/Reality Composer Pro/UnrealEngine5.
Responsibilities:
● Created realistic game-ready 3D assets for VR applications, including characters, clothing,
anatomical models, organs.
● Managed the complete production pipeline from references and dermatologist request to final
implementation in Unity.
● Created high-poly sculpts in ZBrush and optimized low-poly meshes for real-time rendering.
● Performed retopology, UV mapping, texture baking, and PBR texturing using Substance Painter.
● Designed and simulated clothing in Marvelous Designer and refined garments in Blender.
● Created realistic materials and textures for characters, clothing, and medical assets.
● Built modular assets optimized for VR performance while maintaining visual quality.
● Prepared assets for Unity and verified models, materials, and textures in-engine.
● Maintained consistent asset organization, naming conventions, and production standards across
projects.
● Created rigging, control rigs, skinning, weight painting, and animations when required.
● Collaborated closely with designers, developers, and technical artists to meet artistic and technical
requirements and also resolve asset integration issues during implementation in Unity. .
● Optimized assets by reducing polygon count, minimizing material usage, and improving texture
efficiency while maintaining visual quality for VR applications. .
Key Projects
Medical Cosmetology VR Training
● Created a realistic female character with modular clothing and hair cards for VR .Sculpted
anatomical details and facial features.
● Produced game-ready topology, UVs, baked maps, and PBR textures, optimized textures for
interactive medical education. .
● Created facial blendshapes, rigging, skinning, and animations.
● Performed final validation and testing of assets in Unity, ensuring correct appearance and
performance.
Human Anatomy VR Project
● Investigated and resolved asset pipeline issues related to animation export by testing and
validating assets across GLB and USDZ workflows.
● Configured shader-based transitions between healthy and pathological heart states in Reality
Composer Pro for Apple Vision Pro.
● Created highly detailed anatomical organs and educational assets for medical visualization.
● Optimized models and textures for real-time rendering while preserving anatomical accuracy in
USD/USDZ format for Apple Vision Pro .
● Produced animations of physiological processes and prepared assets for interactive educational
scenarios in Reality Composer Pro.
Emergency First Aid VR Training Simulator
● Created human characters for an interactive VR first aid training simulator designed to teach
emergency response in accident scenarios (including character assets, clothes, hair cards)
● Built character rigs, prepared assets for animation, and optimized models for real-time
performance.
● Collaborated with developers to ensure smooth integration into the VR application in Unity.
MetaHuman Character Pipeline
● Worked with MetaHuman characters and Unreal Engine, adapting characters and skeletal
meshes for real-time workflows.
● Integrated custom-created clothing into MetaHuman characters
● Exported and adapted MetaHuman skeletal meshes in Blender for further character development.
● Created a custom Control Rig in Blender based on the MetaHuman skeleton.
● Integrated the custom rig with facial blendshapes to support both body animation and facial
deformation.
● Worked with skinning, weight painting, and character deformation.
● Prepared skeletal meshes, rigs, and blendshapes for integration and use in Unity.
● Created and groomed realistic character hair using XGen, including hair setup and preparation for
real-time workflows.
● Prepared XGen hair for export by converting groom data into Alembic and importing the resulting
hair assets into UE.
● Created wearable character assets for MetaHuman.
● Structured wearable assets for further use across different characters and projects, maintaining
compatibility with existing skeletal and animation setups.
Motion Capture in UE:
● Worked with markerless motion capture animation workflows in Unreal Engine, including motion
extraction, retargeting, animation cleanup, and manual refinement of captured data
● Corrected and refined automatically generated body, hand, and finger animation to address
tracking inaccuracies, jitter, incorrect poses, and unwanted motion
● Worked with Live Link and MetaHuman animation workflows in Unreal Engine.
Blender Python / automation:
● Used Blender Python API to automate repetitive rigging and character setup tasks.
● Created scripts for batch application of bone constraints, including Limit Location, Limit Rotation,
Limit Scale, and Child Of constraints.
● Automated constraint setup between multiple armatures and matching bones.
● Used Python scripting to streamline character rigging and asset preparation workflows in Blender.
3D Scanning & Photogrammetry
March 2024 – December 2024
● Processed and cleaned high-resolution 3D scans of people, clothing, and props for photorealistic
character production.
● Performed mesh cleanup, hole filling, topology correction, and retopology of scanned assets.
● Created optimized high-poly and low-poly character meshes and prepared UV layouts for baking
high-resolution scan data onto optimized production meshes.
● Worked with Photoshop, ZBrush, Blender, Mari and Substance 3D Painter throughout the
character production pipeline.
● Developed realistic skin textures, including albedo, roughness, displacement, and other material
maps.
● Prepared character rigs for animation and deformation.
● Performed skinning and weight painting.
● Tested and corrected deformation issues around major joints, including shoulders, elbows, hips,
knees, and hands.
2D Artist / Concept Artist
October 2022 – April 2024
Worked as a 2D Artist and Concept Artist as a freelancer, creating visual concepts for game development
and interactive projects.
Responsibilities:
● Designed character concepts from initial ideas to production-ready artwork.
● Created outfit variations, accessories, and visual customization options.
● Developed props, weapons, and environment concepts.
● Produced turnarounds and orthographic views.
● Worked with shape language, color theory, composition, and silhouette readability.
● Created paint-overs and design iterations based on team feedback.
● Collaborated with Animators and developers to ensure concepts were practical for production.
● Prepared 2D characters for animation in Spine 2D, including separating artwork into
animation-ready elements and building character rigs with bones.
● Prepared and organized 2D character assets for further animation and implementation.
● Prepared detailed reference sheets and production documentation for asset creation.
Key Skills
● Character Design
● Concept Art
● Costume Design
● Prop Design
● Environment Concepts
● Color Theory
● Composition
● Photoshop
● Visual Development
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