/ 3D Vehicle\Props Artist

Danil Davydov 3D Vehicle
Props Artist/

Photo placeholder
01/ me

ABOUT/

Brief

8 years in 3D — from high-poly model to optimize low-poly with UV, engine-ready game assets. I love hard surfaces, precise topology, and textures that hold up in realtime.

I specialize in hard-surface modeling, PBR texturing, and clean, optimized exports — taking assets from high-poly through retopology, UVs, baking, and texturing to final in-engine form. Comfortable with LODs, collision setup, and Unity or UE integration, so what I deliver is ready to ship, not just to look good in a viewport. I work solo or alongside art directors and production teams, and I'm equally happy on a tight technical brief or an open creative one.

BASED
Vienna / Remote
LANGUAGES
EN · DE · RU
EXPERIENCE
8 years
FORMAT
All Formats
02/ exp

EXPERIENCE/

/ 8 years · 3 studios
  • 2025 — NOW

    3D Artist @ FANATIC GAMES s r.o.

    Full production cycle of 3D game-ready assets for Dead by Daylight — high-poly to low-poly, PBR texturing, LODs, collisions, export to engine. Modeled environment assets including a building based on Dubai architecture.

    Game-Ready pipelineUnreal engine
  • 2022 — 2025

    3D Artist @ Gaijin Entertainment

    Part of the Enlisted development team for 3 years, producing hard-surface game-ready assets — high-poly to low-poly, PBR texturing, LODs, trace/phys collisions, export to engine.

    OptimisationPBRLODS
  • 2019 — 2022

    High-Poly 3D Modeler @ 3D Molier International

    Created high-poly 3D models published on TurboSquid — full modeling pipeline from reference to presentation-ready high-poly assets.

    High-PolyRender
03/ works

SELECTED WORKS/

04/ contact

LET'S WORK/

/ Together
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