Vladimir Robin Yantars
3D Artist
San Francisco, CA, U.S. — Authorized to work in the U.S. without sponsorship | Open to relocation
3D Artist
San Francisco, CA, U.S. — Authorized to work in the U.S. without sponsorship | Open to relocation
PROFESSIONAL SUMMARY
Detail-oriented 3D Artist with 3+ years of experience creating characters, environments, and props for animation, games, and VFX production. Skilled at translating artistic vision into visually compelling, efficient, and production-ready assets.
Awards & Recognition:
🏅 Spring Show Awards 2025 — Runner-Up
🏅 The Rookies Challenge — Runner-Up
🏅 The Rookies Challenge — Finalist
🏅 Featured by 80.lv (#80LevelTalent)
🏅 The Rookies Challenge — Runner-Up
🏅 The Rookies Challenge — Finalist
🏅 Featured by 80.lv (#80LevelTalent)
Software
Autodesk Maya, Blender, ZBrush, Marvelous Designer, Substance 3D Painter, Autodesk Arnold, Nuke, Photoshop, After Effects, Media Encoder, Figma, Procreate, ShotGrid (Shotgun Studio), MS Office, Unity.
Skills
3D Modeling & Sculpting: Autodesk Maya, ZBrush, Blender, Marvelous Designer for creating stylized, realistic and semi-realistic characters, creatures, organic and hard-surface assets, and VR models
Texturing & Materials: Adobe Substance 3D Painter, Photoshop PBR workflow, hand-painted textures, procedural materials, visual effects integration
Rigging: Autodesk Maya for basic humanoid & creature rigging with FK/IK, blendshapes, and shape keys rig for VRM in Blender
Lighting & Rendering: Autodesk Arnold, Maya, Nuke, Unreal Engine, Unity
Topology & Pipeline Optimization: clean topology and edge flow for animation and real-time pipelines; model optimization for production and game engines, including LOD management, naming convention
Visual Development & Design: After Effects, Photoshop; Figma and Procreate for concepting, analysis, moodboards, and prototyping.
Project Management & Collaboration: understanding of pipelines, strong problem-solving skills in fast-paced production environments; communication with art leads, cross-disciplinary teamwork, feedback integration by using ShotGrid (ShotgunStudio), strategy, product development by Design and FigJam in Figma
WORK EXPERIENCE
Aug 2025 - Sep 2025 as 3D Generalist at Frisson labs
Created, modified, optimized, textured, and fully rigged 3 low-poly game-ready VRM characters and creatures with Facial blendshapes (shape keys) during a short-term 2-week full-time onsite contract.
Oct 2024 - Aug 2025 as 3D Artist at TUNDRA Animation Studio
Created over 40 efficient low-poly and high-poly hard surface and character models optimized for pre-rendered VFX. Created 52 blendshapes for main characters and developed over 40 UV maps for texture artists. Worked closely with art lead to iterate on assets based on feedback, maintaining project vision.
NDA-FREE
Sep 2023 - Aug 2024 as 3D Artist at StudioX
Created over 50 efficient low-poly and high-poly models for 5 short animation films and optimized for 2 real-time engines projects. Developed over 30 UV maps to achieve realistic and stylized looks. Collaborated with riggers and texture artists to ensure models had deformation-friendly topology and production-ready UVs. Created a set of 52 BlendShapes for facial rigging of both creature and human characters. Worked closely with art leads and producers to iterate on assets based on feedback, maintaining the project vision.
NDA
NDA
NDA
NDA-FREE
Sep 2022 - Sep 2023 as UI/UX, Product Designer at OnesSelfJob
Created optimized 3D models and prototypes based on design concepts, ensuring alignment with design principles and supporting interactive animations on the website. Collaborated with front-end team members to understand user requirements and business objectives. Designed and optimized for various devices and interfaces.
EDUCATION
3D Modeling from School of Animation and VFX
Master of Fine Arts (Alumnus 2025)
Academy of Art University, San Francisco, CA, US
UI / UX Design
California Institute of the Arts, Valencia, CA, US