Nazar
3D-дизайнер
- Возраст:
- 23 года
- Город проживания:
- Львов
- Готов работать:
- Удаленно
Контактная информация
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PROPS/ENVIRONMENT 3D ARTIST
CONTACT PROFILE
Germany, Hambergen 3D Artist with over four years of commercial experience, specialising in stylised
and realistic game-ready assets.
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I have extensive experience across the full 3D production pipeline, including
LinkedIn modelling, texturing, optimisation, and export for real-time engines.
ArtStation My work is guided by clean topology, efficient workflows, and strong visual clarity.
I am comfortable working remotely within production pipelines, meeting
deadlines, and collaborating effectively with teams.
CORE SKILLS
Hard surface prop modelling WORK EXPERIENCE
Stylised and realistic asset creation
Game-ready asset optimisation
Clean topology and efficient geometry 3D Artist – Stylised / Realistic Prop Modelling Project
UV creation and texel density management Steampunk Aetheric Coil Repeater (2025)
PBR texturing & material definition
Lighting & presentation Created a stylised, game-ready steampunk firearm with clean hard-surface
Export for real-time engines topology and believable mechanical design.
Modelled in Blender and Maya; ensured production-ready geometry.
Developed PBR textures in Substance 3D Painter, combining materials
SOFT with realistic wear.
Packed UVs efficiently and prepared final renders for presentation.
Blender, Autodesk Maya,
Applied a streamlined workflow for mechanical props, balancing visual
ZBrush,Substance 3D Painter, Marmoset
clarity with real-time requirements.
Toolbag, RizomUV, Adobe Photoshop
EDUCATION 3D Artist – Realistic Prop Modelling Project
Cessna Skyhawk Control Yoke (2025)
Polytechnic Institute
Master’s Degree, 2024-2026
Created a high-fidelity, commercial-grade 3D flight control yoke with clean
Bachelor’s Degree, 2020-2024
hard-surface topology.
Academy of Culture-Cinema & TV Modelled in Blender and Maya for precise, optimised geometry.
Academy of Design and Arts-Academic Drawing Developed detailed PBR textures in Substance 3D Painter with authentic
wear and material storytelling.
Optimised UVs in RizomUV; rendered in Marmoset Toolbag.
CERTIFICATES Delivered a game-ready asset for real-time engines using a refined
Autodesk Maya (Artclub) mechanical prop workflow.
Professional (2024)
Standard (2023)
3D Artist – Stylised Environment Project
Halloween Carousel (2024)
LANGUAGES
Created a low-poly, production-ready stylised carousel based on AI-
English - Intermediate
generated concepts.
Ukrainian - Native
Developed colour palette, textures, and optimised topology for game
Russian - Native
engine compatibility.
Maintained precise scale, pivot points, and naming conventions for real-
time use.
Delivered game-ready FBX assets on schedule, resolving design
inconsistencies efficiently.
3D Artist – Environment Project:
Garage Workshop (2024)
Built a low-poly interior scene in Blender within specific triangle limits and
technical specifications.
Performed UV unwrapping in RizomUV and applied PBR textures (e.g. wear
and decals) in Substance Painter.
I assembled and lit the scene for real-time rendering, ensuring optimal texel
density.
I delivered a polished, engine-ready project in under 30 hours, meeting all
material count constraints.
3D Artist – Environment Project:
Office Building Recreation (2023)
I recreated the exterior of a real-world office building in Blender as a low-
poly, game-ready asset based on Google Maps references.
UVs were optimised in RizomUV for high texel density, and PBR textures
were applied in Substance Painter alongside decals, graffiti and trim
sheets.
I delivered optimised FBX and ORM-packed textures, strictly adhering to
tris limits and asset naming conventions.
The result is a highly accurate and realistic recreation of the building for
real-time use, meeting all technical requirements and specifications.
3D Artist - 3D Printing Projects
(2022)
Created multiple custom 3D models in Blender specifically for 3D printing.
Delivered print-ready OBJ files following technical printing requirements.
Ensured correct, clean geometry, and structurally sound forms.
Worked directly with clients, delivering final assets without post-
production issues.
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