Yaroslav M.
3D artist
๐ง๐ต๐ฒ ๐ฏ๐ฒ๐๐ ๐ณ๐ฟ๐ฒ๐ฒ๐น๐ฎ๐ป๐ฐ๐ฒ๐ฟ ๐ถ๐ป ๐๐ต๐ฒ ๐ผ๐ฏ๐๐ฒ๐ฟ๐๐ฎ๐ฏ๐น๐ฒ ๐๐ป๐ถ๐๐ฒ๐ฟ๐๐ฒ. ๐๐ผ๐ป'๐ ๐ฏ๐ฒ๐น๐ถ๐ฒ๐๐ฒ? ๐๐ต๐ฒ๐ฐ๐ธ ๐ถ๐ ๐ผ๐๐! I am a 3D artist with over 6 years of professional experience. I work with modeling, environments, locations, assets, animation, and visualization for a wide range of applications โ from interior and architectural visualization to game-ready assets and environments. I am comfortable working with full production pipelines: from reference research and blockout to ๐บ๐ผ๐ฑ๐ฒ๐น๐ถ๐ป๐ด, ๐จ๐ฉ ๐๐ป๐๐ฟ๐ฎ๐ฝ๐ฝ๐ถ๐ป๐ด, ๐ฏ๐ฎ๐ธ๐ถ๐ป๐ด, ๐๐ฒ๐ ๐๐๐ฟ๐ถ๐ป๐ด, ๐ฒ๐ป๐ด๐ถ๐ป๐ฒ ๐ถ๐ป๐๐ฒ๐ด๐ฟ๐ฎ๐๐ถ๐ผ๐ป (if required), ๐ฎ๐ป๐ฑ ๐ณ๐ถ๐ป๐ฎ๐น ๐ฑ๐ฒ๐น๐ถ๐๐ฒ๐ฟ๐. I pay close attention to topology quality, UV logic, and technical constraints, ensuring assets are not only good-looking but also usable in real production. My main tools are ๐๐น๐ฒ๐ป๐ฑ๐ฒ๐ฟ and ๐ฆ๐๐ฏ๐๐๐ฎ๐ป๐ฐ๐ฒ ๐ฃ๐ฎ๐ถ๐ป๐๐ฒ๐ฟ. For 2D graphics, I use ๐๐ผ๐ฟ๐ฒ๐น (if suddenly it is needed). I also have basic but practical experience working with game engines (๐จ๐ป๐ถ๐๐, ๐จ๐ and more), including asset import, material setup, and basic validation inside the engine. Quite often, I act as a โone-man orchestraโ โ handling everything from concept interpretation and modeling to texturing, lighting, and final rendering. This experience taught me to think not just as an artist, but as part of a production pipeline. I am especially confident in: ยท asset production (high/low-poly assets); ยท environment and location creation; ยท architectural and interior visualization; ยท preparing content for games, web applications, and marketing materials.