3D Artist Resume Example and Template

3D artist resumes showcase technical proficiency, artistic range, and shipped projects. Include software expertise, specializations (modeling, texturing, lighting, rendering), and portfolio links to high-quality work samples.

Recruiters look for technical mastery and artistic sensibility: understanding of form, lighting, material behavior, and ability to solve complex problems under production timelines.

A complete, realistic 3D Artist resume, laid out in an ATS-tested template. The candidate is illustrative: the name, employers and figures were written for this example and identify no real person, so you can copy its structure and wording freely.

Updated September 2026

Also searched as

Senior 3D Artist, 3D Generalist

Rohan Patel: 3D Artist

San Francisco, California, United States

Summary

3D generalist with 10 years creating environments, characters, and assets for film, VFX, and interactive media. Specialized in modeling, texturing, lighting, and rendering using industry-standard software. Shipped work on 4 feature films and 30+ commercial projects. Experienced with Unreal and Unity real-time engines, game-ready asset pipeline, and delivering on tight production schedules.

Work Experience

Senior 3D Artist, Vector Studios

Jul 2020 – Present. VFX and 3D animation studio, 40 staff

  • Created 80+ shot-specific assets and environments for 2 feature films and 15 commercial projects, handling modeling, texturing, lighting, and final rendering.
  • Led lighting and rendering workflow, optimizing render times by 26% through shader development and render engine configuration.
  • Mentored 3 junior artists on modeling fundamentals, material development, and production pipeline adherence.
  • Collaborated with supervisors and VFX leads on 40+ shots, integrating 3D assets with live-action plates and effects simulations.

3D Artist, Cascade VFX

May 2017 – Jun 2020. Visual effects facility, 50 staff

  • Modeled and textured 200+ assets and environments for 4 feature films and 18 TV episodes, working from concept art and director references.
  • Developed custom shaders and rendering setups in Arnold and V-Ray, achieving consistent photorealistic results across varied lighting conditions.
  • Participated in asset reviews and incorporated feedback efficiently, maintaining production schedules with high-quality final output.
  • Specialized in hard-surface modeling, complex mechanical rigs, and architectural environments.

3D Generalist, Prism Interactive

Sep 2015 – Apr 2017. Interactive media and VFX studio, 25 people

  • Created game-ready 3D assets and environments for 12 commercial projects and web experiences, optimizing polygon count and texture resolution.
  • Worked in Unreal Engine and Unity, testing assets in real-time engine and iterating based on technical constraints.
  • Assisted on asset pipeline documentation, establishing naming conventions and folder structure for 6-person team.

Education

Savannah College of Art and Design

Bachelor of Fine Arts, 3D Modeling & Rendering. Sep 2011 – May 2015

Skills

Maya, 3ds Max, ZBrush, Substance Painter, Arnold, V-Ray, Mental Ray, Unreal Engine, Unity, Hard Surface Modeling, Character/Creature Anatomy, Texturing & Shading, Lighting & Rendering, Python (Maya scripting)

Languages

English, Hindi

Why this look works

3D art demands precision and visual sophistication. A minimalist, geometry-inspired template with careful spacing reflects technical rigor and artistic control. Subtle 3D perspective hints at the discipline without gimmickry.

Resume tips for this job

Common questions

Should I include personal 3D projects in my portfolio?

Yes, if they're polished and recent. Lead with professional work, but personal passion projects show initiative and current skills. Label them clearly and ensure they meet professional quality standards.

How do I show work done in collaborative pipeline where I did one specialist task?

Be clear about your contribution: 'Modeled and textured 50+ hard-surface assets for $20M feature film' or 'Developed shaders and lighting for 30 VFX shots.' This shows your specific role without claiming ownership of shots you didn't complete.

What if I'm transitioning from game development to film VFX or vice versa?

Emphasize the technical crossover: 'Game-ready asset optimization translates to efficient film rendering.' List both software stacks and explain how your real-time understanding of geometry and shaders applies to offline rendering and vice versa.

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