- Файл
Ivan
3D artist
- Вік:
- 22 роки
- Місто:
- Київ
Контактна інформація
Шукач вказав ел. пошту.
Прізвище, контакти та світлина доступні тільки для зареєстрованих роботодавців. Щоб отримати доступ до особистих даних кандидатів, увійдіть як роботодавець або зареєструйтеся.
Отримати контакти цього кандидата можна на сторінці https://www.work.ua/resumes/10559236/
Завантажений файл
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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
[
damage.
[
• 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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