Dmitry Kolesnikovich
Dmitry 3D Artist I am a 3D Artist with over two years of experience in creating game content.
About
Dmitry
3D Artist
I am a 3D Artist with over two years of experience in creating game content. I am highly interested in your vacancy and would like to contribute my skills to the development of your project, ensuring high-quality modeling and asset optimization.
I am proficient in the full 3D content creation pipeline, from high-poly modeling to final rendering. My technical stack includes Blender, 3ds Max, and Maya for geometry, ZBrush for high-end detailing, Substance Painter for PBR texturing, and Marmoset Toolbag for map baking and rendering. I also have experience integrating assets into the Unity engine, strictly following technical requirements such as low-poly optimization, UV layout, and baking.
My professional background includes working at Next Games, where I created detailed environments and props, and at SemiReals, where I executed the full pipeline for creating vehicles (Hard Surface) for a commercial project. I also completed an internship at Enclave Interactive, focusing on collaborative prop creation within a team environment.
My portfolio is available on ArtStation at: Website not available. Sign in: https://www.twine.net/signup
- 5 years' experience
- Joined February 2026
Languages
- RussianFluent
- EnglishIntermediate
- PolishIntermediate
Industry experience
- Gaming
- Media & Entertainment
Work experience· 6 roles
Engaged in creating detailed game environments and props, provided full production cycle from black boxes to final texturing. Focused on proper optimization of models (Low-poly, UV-layout, Baking) to technical project requirements and strictly adhered to the set visual style in close collaboration with the team.
Engaged in creating detailed game environments and props, provided full production cycle from black boxes to final texturing. Focused on proper optimization of models (Low-poly, UV-layout, Baking) to technical project requirements and strictly adhered to the set visual style in close collaboration with the team.
Implemented full GameDev-pipeline when creating commercial transport vehicle assets for a commercial project. Independently practiced (Hard Surface) modeling, created an optimized game geometry, and texture maps in the appropriate software. Carried out PBR texturing, working in Marmoset Toolbag for final renders and integrating and setting up models in the game engine.
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