Ivan A.
Blender 3D Modeler & Illustrator | Web-Ready glTF & three.js Embeds
Most 3D models never make it to the site they were built for: too heavy, materials broken on export. I model in Blender and I build the three.js embed that runs it. I do illustration too: character design, book and editorial. Top Rated Plus, 100% Job Success, 87 projects, 6,262 hours, $100K+ earned on Upwork. WHERE THIS COMES FROM I've run large-format print production since 2013. Print doesn't forgive: the color space is right or it isn't, the resolution holds at size or it doesn't, and you usually find out on press, at night, with the job due in the morning. After thirteen years of that, you stop calling a file finished until you know what it has to survive. Web 3D turned out to be the same job with different numbers: megabytes instead of millimeters, frame rate instead of ink limits, and a phone in someone's hand instead of a press. "WEB-READY" MEANS A NUMBER. Before I quote anything, we agree on the target: total MB, triangle count, and time to first render on a mid-range Android over 4G. Then I model to that number, instead of finding out at the end that the mesh needs to lose 80% of its polygons. When it does, I make that cut myself in Blender and keep the silhouette. Ask me for the figures on any piece in my portfolio: source and shipped triangle counts, compressed size, and measured load time. If I can't produce them for a job, I don't show the job. HOW A PROJECT RUNS Three stages, quoted separately. You can stop after any one and still own something that works. 1. The model, built to the agreed budget: retopology, UVs by hand, PBR texturing, rigging if it moves. Delivered as FBX, OBJ, glTF or GLB, so any developer can take it from there. 2. The viewer: a self-contained embed with orbit and zoom that actually work on touch, a proper loading state, material and colorway swaps. One file, one script tag. 3. Integration into your site, if you'd rather I handle it. I quote this against your actual codebase, not from a description. Anything wired to cart, pricing or inventory stays with your developer. I build the 3D layer and hand it over documented, which is cheaper than paying me to learn your commerce stack. WHAT ELSE I MAKE Digital illustration: character design, book and editorial, apparel, technical. I trained in fine arts before anything else, and the useful skill there isn't one lucky image, it's holding a style across forty pieces. Print-ready files: CMYK, bleed, colour profiles, ink limits, correct before they reach you. WHY ONE PERSON The usual setup is an artist who's never opened a browser console and a developer who's never opened Blender, and the frame rate ends up being nobody's problem until it's yours. I work both sides. Not because I'm better at either than a dedicated specialist, but because nothing falls in the gap, and there's nobody for me to blame. HOW I WORK Fixed price per stage, scope in writing first: model count, load budget in MB and seconds, target devices, revision rounds, and what's not included. Hourly is available too if that suits you better. I take a few projects at a time, so the one I'm on gets finished. Tell me what you need modelled and where it has to run. If it's not realistic at your budget, I'd rather say so now than in week three.
Earnings and projects
Last 6 months ÷ 6
Last 6 months: $14k
Billed in all: $174,626$175k
$7k in the last 6 months
Across 95 contracts
Earnings, last 30 days
Skill rankings: Top 1% in Digital Art
Ranked by MRR among everyone on Upwork with the skill.
- #12Book Illustration646 freelancers · 🇦🇷 #2Top 2%🇦🇷#2 of 20
- #20Concept Artistry1,175 freelancers · 🇦🇷 #1Top 2%🇦🇷#1 of 55
- #25Digital Art2,123 freelancers · 🇦🇷 #2Top 1%🇦🇷#2 of 66
- #293D Rigging887 freelancers · 🇦🇷 #1Top 3%🇦🇷#1 of 7
- #37Three.js703 freelancers · 🇦🇷 #1Top 5%🇦🇷#1 of 11
- #393D Texturing1,001 freelancers · 🇦🇷 #2Top 4%🇦🇷#2 of 15
- #39WebGL603 freelancers · 🇦🇷 #1Top 6%🇦🇷#1 of 12
- #42Digital Illustration2,483 freelancers · 🇦🇷 #1Top 2%🇦🇷#1 of 103