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, ZBrush, Marvelous Designer, Substance 3D Painter, Autodesk Arnold, Nuke, Photoshop, After Effects, Media Encoder, Figma, Procreate, ShotGrid (Shotgun Studio), MS Office.
Skills
3D Modeling & Sculpting: stylized, semi-realistic, and realistic characters; hard-surface assets
Texturing & Materials: PBR workflow, hand-painted textures, procedural materials, visual effects integration
Rigging: basic humanoid & creature rigging (FK/IK, blendshapes, dynamic rigging)
Lighting & Rendering: Autodesk Arnold, Maya, Nuke
Topology & Pipeline Optimization: clean topology, edge flow for animation and real-time pipelines; optimizing models for production and game engines
Real-time/Game Engine Experience: Unreal Engine (import/export, materials, optimization, LODs)
Visual Development & Design: UI design, prototyping (Figma)
Project Management & Collaboration: strategy, product development, cross-disciplinary teamwork, communication with art leads, understanding of pipelines, feedback integration
Problem Solving: strong problem-solving skills in fast-paced production environments.
WORK EXPERIENCE

2024 - Present as 3D Artist at TUNDRA Animation Studio
Created over 30 efficient low-poly and high-poly hard surface models optimized for pre-rendered VFX using Autodesk Maya.
Developed over 30 UV maps and textures using Substance Painter and Photoshop to achieve stylized looks.
Collaborated with director and texture artists to ensure models were texture-friendly UV and production-ready asset.
Worked closely with art lead to iterate on assets based on feedback, maintaining project vision.

NDA-FREE


2023 - 2024 as 3D Artist at StudioX
Created efficient low-poly and high-poly models optimized for real-time engines (Unreal) and pre-rendered VFX using Autodesk Maya for 3 different short animation films, and creating a digital puppet for California Academy of Sciences.
Developed UV maps and textures using Substance Painter and Photoshop to achieve realistic and stylized looks.
Collaborated with riggers, and texture artists to ensure models were deformation-friendly topology and production-ready UVs.
Created set of BlendShapes for face rigging of the creature and human characters.
Worked closely with art leads and to iterate on assets based on feedback, maintaining project vision ShotGrid (ShotgunStudio).

NDA

NDA

NDA

NDA-FREE
2022 - 2023 as UI/UX, Product Designer at OnesSelfJob
Create concepts into ensuring alignment with design principles. Collaborate with front-end team members to understand user requirements and business objectives. Identify design challenges and propose elegant solutions that enhance usability and functionality. Design and optimize for various devices and interfaces. Conduct usability testing based on user feedback and insights.
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
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