Vladimir Robin Yantars
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)

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: 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 and edge flow for animation and real-time pipelines; model optimization for production and game engines, including LOD management
Real-time/Game Engine Experience: Unreal Engine, Unity (import/export, materials, optimization)
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
2025   as   3D Generalist   at   Frisson labs 
Created, modified, optimized, textured, and fully rigged three low-poly, game-ready VRM characters and creatures with blendshapes during a short-term 2-week full-time onsite contract.
2024 - 2025   as   3D Artist   at   TUNDRA Animation Studio 
Created over 40 efficient low-poly and high-poly hard surface and character models optimized (LOD) for pre-rendered VFX using Autodesk Maya. Created 52 blendshapes for main character, and developed over 40 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
NDA-FREE
2023 - 2024   as   3D Artist   at   StudioX
Created efficient low-poly and high-poly models optimized for real-time engines (Unreal and Unity) 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
NDA
NDA
NDA-FREE
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
Resume in one page:
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