v0.4.1 / 2026-10-23

3D Generalist / Technical Artist

Nikolay
Klimov

I create game 3D assets, set up materials and animations in Unity, and automate content preparation.

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Based in Warsaw. Working in game 3D since 2019, from asset creation to Unity integration.

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Professional Profile

I have worked in game 3D since 2019. I handle the full asset cycle: modeling, texturing, animation, integration and setup in Unity.

My work also includes shaders, scripts and production pipeline automation. I previously led a team of six 3D artists.

I have a background in architecture and engineering. My portfolio includes vehicles, props and complex decorative forms. My main tools are Blender, Substance Painter and Unity.

Selected
Works

Three personal projects showing modeling, materials and presentation. Browse the renders and presentation videos.

UAZ Buhanka hard-surface 3D model — Blender and Substance Painter UAZ Buhanka · Render 1/7
UAZ Buhanka front and side view — vehicle modeling study Front View · Side Study
UAZ Buhanka interior detail — PBR materials, Blender Interior Detail
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UAZ Buhanka

Blender · Substance Painter

My Role: Hard-surface modeling, materials and presentation renders.

Pipeline
Block-out → high-poly → bake → PBR textures → cinematic render pass
Craft
Interior and exterior both hold up at close range. Surface wear built in Substance — dirt, chipped paint, rust reads at any distance.
Deliverable
Vehicle model with interior and exterior detailing, seven presentation renders and a cinematic walkthrough.

“I wanted to show the full pipeline from block-out to final presentation. The rust, dirt, and chipped paint were authored by hand so the asset stays readable in close-up and from a distance.”

Geometric Sword 3D prop — hand-sculpted, Blender, Substance Painter Geometric Sword · Render 1/4
Geometric Sword close-up detail — baked surface detail and PBR materials Close-up Detail
Geometric Sword material breakdown — aged metal, leather, oxidation Material Breakdown
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Geometric Sword

Blender · Substance Painter

My Role: Prop modeling, texturing and studio lighting. Concept by Geoffrey Amesse.

Pipeline
High-poly sculpt → retopo → bake → PBR authoring → studio render
Craft
Three distinct material zones — aged steel blade, oxidised bronze guard, wrapped leather grip. Each reads at macro and close-up.
Deliverable
Prop study with four renders and a presentation video, focused on geometry, baking and material surfaces.

“I really liked Geoffrey Amesse's stunning concept art. It made me want to create a 3D model, rotate it, and test my skills.”

Aztec Armor high-poly model based on Denis Zhbankov concept art Aztec Armor · Render 1/6
Aztec Armor atmosphere study Atmosphere Study
Aztec Armor layout composition Layout Composition
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Aztec Armor

Blender · Photoshop · Substance 3D Painter · DaVinci Resolve

My Role: High-poly modeling, texturing, look development and cinematic presentation. Concept by Denis Zhbankov.

Pipeline
Concept study → high-poly model → texture pass → look development → cinematic presentation
Craft
Highpoly model based on Denis Zhbankov's Aztec Armor concept, with layered ornamental forms and strong silhouette readability.
Deliverable
High-poly armor study for cinematic presentation: six still renders and two video passes.

“Highpoly model based on Denis Zhbankov's concept of Aztec Armor. I focused on preserving the ceremonial silhouette, dense ornament, and material weight from the original artwork while making the model work as a cinematic 3D presentation.”

Project Work

Services

For studios and teams that need help with assets, Unity setup or repeatable production tasks.

01

Game Assets for Unity

Creation and refinement of models, textures and materials. Exports, prefabs and a demonstration scene prepared within the agreed scope.

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02

Technical Art

Material and shader setup, animation processing, and resolving asset transfer issues between Blender and Unity.

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03

Production Automation

Scripts and tools for repeatable operations: exporting, file checks, import settings and preview preparation.

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Production Stages

From Reference to Presentation

References establish scale and materials. Block-out defines proportions, then detailing, textures and lighting bring the model to its final presentation.

How I work

Pipeline

01
◎

Reference

Mood boards, material studies, scale references. Build the visual language before touching geometry.

02
⬡

Block-out

Proportions and silhouette locked fast. No detail before form is solved.

03
◈

High-poly

Surface detail sculpted or modeled for baking. Every edge has intent.

04
⊞

Bake & UVs

Normal maps, AO, curvature. Clean UV islands for texel density consistency.

05
◑

Substance

PBR material authoring. Physically grounded wear, dirt, and age layers.

06
▶

Unity / Presentation

I check exports, materials and animations in Unity. Depending on the task, I prepare a scene, renders and handoff notes.

Let's work together

Discuss
Your Project

I take on project work in game assets, technical art and Blender → Unity automation.

Tell me what result you need, which source files you already have, the engine version and your intended timeline.

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