3D Artist CV Examples & Writing Guide
A 3D artist CV is a cover page for your portfolio. It must show the link at the top, what you model or texture (characters, environments, props, hard surface), the software you own end to end, the engines and poly or texel budgets you have worked to, and what shipped.
3D artist CV example (characters and props, games, 7 years)
This sample is for a mid-level game artist who started in architectural and product visualisation and moved into games. The name, studios and titles are invented. If you have no studio credits yet, keep the shape and use the section further down.
Noor Haddad
3D Artist (Characters & Props)
Guildford · 07700 900184 · noor.haddad@email.com · artstation.com/noorhaddad · showreel: 1:20, password on request
Summary
3D artist with 7 years across games, architectural visualisation and product renders. Two shipped titles, one on Unreal Engine 5 and one on Unity. Owns characters and props from block-out through high-poly, retopology, UVs, bakes and PBR texturing. Delivered 46 hero and background assets to a 40K triangle hero budget with 4K texel density. Maya, ZBrush, Substance Painter, Marmoset, Unreal 5.
Experience
3D Artist (Characters & Props) · Console and PC games studio (90 people), Guildford
Apr 2023 – Present
- Built 46 characters and hero props for a shipped Unreal Engine 5 action title, working to a 40K triangle hero budget and 10.24 px/cm texel density.
- Cut character texture memory by 22 percent across the roster by moving 14 assets to shared trim sheets and packing masks into a single ORM map.
- Took 9 outsourced asset batches through review, wrote the feedback notes and rebuilt 3 that failed the bake check, keeping the vendor on schedule.
- Wrote a 6-page asset spec and naming standard now used by 11 artists, which cut import errors reported by engineering from about 20 a sprint to 4.
- Set up Blueprint material instances and LOD chains (LOD0 to LOD3) for 60-plus assets so the environment team could dress levels without art support.
3D Artist · Mobile and co-development studio (35 people), Leamington Spa
Jul 2021 – Mar 2023
- Modelled and textured 210 props, weapons and vehicles for two Unity mobile projects under a 3K triangle and 1024 texture ceiling.
- Rebuilt the studio prop pipeline in Blender and Substance Painter, taking average asset turnaround from 3 days to 1.5.
- Delivered a 34-asset kit for a live event on a 9-day deadline with all assets passing the automated poly and UV check on first submit.
- Supported 2 co-development contracts, matching an external client's style guide and shader setup with no revision rounds on 8 of 12 batches.
Junior 3D Artist · Architectural and product visualisation studio, London
Feb 2019 – Jun 2021
- Produced 130 interior and exterior stills and 14 short fly-through animations for residential and retail developers using 3ds Max and V-Ray.
- Modelled and shaded 80 furniture and fixture assets into a reusable library that cut project set-up time by about 6 hours per job.
- Handled client revision rounds on 40-plus projects, averaging 2.1 rounds against a studio average of 3.4.
Education
BA (Hons) 3D Digital Art and Animation, 2:1
University in the South of England, 2018
Certifications
- Autodesk Certified Professional: Maya
- Unreal Engine 5 materials and rendering, 40-hour course, 2024
Skills
Your portfolio decides the hire. The CV decides whether it gets opened
No art director hires a 3D artist from a CV. They hire from your ArtStation, your showreel or your breakdowns. So the CV has one job: get the link clicked and answer the questions the portfolio cannot.
- Put the portfolio URL in the contact line, in plain text, not behind a word like 'portfolio'. Recruiters copy and paste, and some applicant systems strip hyperlinks.
- If you have a showreel, give the length and say whether there is a password. A 3-minute showreel with no breakdown is a common reason for a pass.
- Say what is yours. On the CV, next to a shipped title, write which assets you owned. Shared credit with no clarity reads as padding.
- Answer the things the portfolio hides: which software you used for each stage, whether you can hit a budget, whether you can take feedback and how fast you work.
- List the engines. Studios filter hard on Unreal versus Unity, and archviz studios filter on V-Ray, Corona or Arnold.
- Name the shipped titles and platforms. If you are under an NDA, write 'unannounced console title, 2025' and say what you built.
3D artist personal statement examples
Three lines. What you make, how deep your ownership goes, the software and engine, and one number that shows scale or constraint. Change the discipline word and the tools to match the job advert.
3D artist with 7 years in games and visualisation, two shipped titles. Owns characters and props from block-out through high-poly, retopology, UVs, bakes and PBR texturing. Delivered 46 hero assets to a 40K triangle budget and cut character texture memory 22 percent. Maya, ZBrush, Substance Painter, Unreal 5.
Environment artist with 5 years on PC and console. Builds modular kits, trim sheets and set dressing in Unreal Engine 5, working to streaming and draw call budgets. Shipped 3 playable areas totalling about 2.4 square kilometres. Strong on World Partition, Nanite and material instancing.
Hard surface 3D artist with 6 years on vehicles, weapons and mechanical props. Works from real reference and CAD, delivers high-poly to game-ready with clean bakes and no smoothing artefacts. Built 38 vehicles across two racing titles at 60K to 90K triangles with 4 LODs each.
3D visualisation artist with 5 years and 400-plus delivered stills for residential, retail and product clients. Full ownership of modelling, shading, lighting and post in 3ds Max, V-Ray and Photoshop. Averages 2.1 client revision rounds against a studio average of 3.4.
3D artist looking for a junior character or prop role. BA (Hons) plus 4 finished portfolio pieces taken from sculpt to engine-ready in Unreal 5, each under a 45K triangle budget with breakdowns. ZBrush, Maya, Substance Painter, Marmoset. Two freelance prop commissions delivered on deadline.
Product designer of 6 years moving into 3D art. Deep in hard surface modelling from CAD and manufacturing reference, now retrained on game-ready workflow: retopology, UVs, bakes and PBR texturing. Portfolio shows 5 assets rebuilt to a 20K triangle budget with LODs.
Bullets that show you can work inside a real pipeline
The tell of an amateur CV is bullets about software. The tell of a hireable artist is bullets about constraints, volume and review. Every line below carries an asset count, a budget or a turnaround.
| What most 3D CVs say | What an art director wants to read |
|---|---|
| Created 3D models using Maya and ZBrush. | Built 46 characters and hero props for a shipped UE5 title to a 40K triangle hero budget and 10.24 px/cm texel density. |
| Textured assets in Substance Painter. | Cut character texture memory 22 percent by moving 14 assets to shared trim sheets and packing masks into one ORM map. |
| Worked on mobile game assets. | Modelled and textured 210 props, weapons and vehicles for two Unity mobile titles under a 3K triangle and 1024 texture ceiling. |
| Followed the studio pipeline. | Wrote a 6-page asset spec and naming standard adopted by 11 artists, cutting import errors from about 20 a sprint to 4. |
| Reviewed outsourced work. | Took 9 outsource batches through review, wrote feedback notes and rebuilt 3 failed bakes, keeping the vendor on schedule. |
| Set up materials in Unreal. | Authored material instances and LOD0 to LOD3 chains for 60-plus assets so the environment team could dress levels without art support. |
| Made architectural renders for clients. | Delivered 130 interior and exterior stills and 14 fly-throughs in 3ds Max and V-Ray, averaging 2.1 revision rounds against a 3.4 studio average. |
| Met tight deadlines. | Delivered a 34-asset live event kit in 9 days with every asset passing the automated poly and UV check on first submit. |
| Improved my workflow. | Rebuilt the prop workflow in Blender and Substance Painter, taking average asset turnaround from 3 days to 1.5. |
| Collaborated with the team. | Worked in Perforce and Jira alongside 4 engineers and 2 designers, attending weekly art review and turning notes around within one day. |
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3D artist CV skills, organised the way studios read them
Do not dump 25 logos in a row. Group by pipeline stage so a lead can see where your ownership starts and stops, and mark honest levels.
- Modelling: Maya, Blender, 3ds Max, Plasticity or Fusion for hard surface, modular kit and trim sheet construction, block-out to final.
- Sculpting: ZBrush (DynaMesh, ZRemesher, layers), Mudbox, alphas and custom brushes, anatomy for characters and creatures.
- Topology and UVs: retopology, edge flow for deformation, UV layout in RizomUV or Maya, texel density, UDIMs, atlasing.
- Texturing and shading: Substance Painter, Substance Designer, Mari, PBR metal/rough workflow, baking in Marmoset or Substance, hand-painted styles.
- Rendering and lookdev: Marmoset Toolbag, Arnold, V-Ray, Corona, Cycles, lighting for turntables and hero shots, render passes and comp in Photoshop or Nuke.
- Engines: Unreal Engine 5 (Nanite, Lumen, material instances, Blueprint basics), Unity (URP or HDRP, prefabs, shader graph), LOD authoring, collision setup.
- Adjacent skills worth listing if real: basic rigging and skin weights, Marvelous Designer for cloth, Houdini for scatter or destruction, Python or MEL scripting for small tools.
- Production: Perforce or Git, Jira or Shotgrid, art review, writing asset specs, outsource feedback, working to a budget and a milestone date.
Pick a specialisation and target the job advert
'3D artist' is a wide title and generalist applications get filtered out at large studios. Small studios and archviz shops do want generalists. Read the job advert and rename your own title to theirs.
- Character artist: anatomy, likeness, clothing, grooming, deformation-friendly topology, Marvelous Designer, ZBrush depth. Portfolio needs a turntable and a wireframe.
- Environment artist: modular kits, trim sheets, set dressing, world building tools, streaming and draw call budgets, vegetation and terrain tools.
- Prop and hard surface artist: volume and consistency, working from reference and CAD, clean bakes, LODs. Studios hire this for throughput, so asset counts matter most.
- Vehicle or weapon artist: often its own job advert on racing and shooter teams. Show the interior, the moving parts and the damage states.
- Technical artist leaning: shaders, tools, scripting, optimisation. If you can profile a scene, say so with a number.
- Archviz and product viz: lighting, materials, photoreal accuracy, client revision handling, print and animation deliverables.
- XR and real-time: strict budgets, baked lighting, single-pass shaders, device performance targets in frames per second.
3D Character Artist. Personal statement opens: 'Character artist with 7 years and two shipped titles, building heroes and NPCs from ZBrush sculpt to engine-ready in Unreal 5, with deformation-safe topology and 4K texture sets.'
3D Environment Artist. Personal statement opens: 'Environment artist with 7 years, shipping modular kits and set dressing for two titles in Unreal 5 and Unity, working to streaming and draw call budgets on console.'
3D artist CV with no experience (student, self-taught or graduate)
This field is unusually kind to self-taught artists, because the portfolio is checkable. Four finished, well-presented pieces beat a degree with no work to show. What kills junior applications is unfinished work and no evidence you can work to a spec.
- 1Build 3 to 5 finished pieces, not 15 half-done ones. Each needs a turntable, a wireframe or topology shot, the texture maps and a short breakdown of the workflow.
- 2Give yourself a real constraint on at least two pieces and state it: a triangle budget, a texture ceiling, a target engine, a 5-day deadline. That single detail separates you from other juniors.
- 3Put a personal projects block where experience would go. Title, date, engine, what you owned, the constraint you hit, and the link.
- 4Add any paid work at all: a prop commission, a Fiverr order, a 3D print model, a friend's game jam, an architectural render for a local builder. Two commissions delivered on time is real experience.
- 5List game jams and mod work with the team size and your role. Shipping something small with other people answers the collaboration question.
- 6Do the free credential if it helps: Autodesk Maya certification, an Unreal Engine learning path. It will never beat portfolio work, so do it after the pieces are done.
- 7Prepare for the art test. Most junior hires come down to a paid or unpaid test asset with a spec and a deadline. Mention on your CV that you are available for one.
Personal project, 'Harbour Workshop' prop set (2026): built 22 game-ready props in Blender and Substance Painter to a 4K triangle and 2048 texture budget, assembled and lit in Unreal 5. Full breakdown and wireframes on ArtStation.
Freelance 3D artist (2025 to 2026): delivered 6 commissions for 2 indie developers, including a 12-asset weapon set at 8K triangles each with LODs, all on or before deadline, all in Unity URP.
48-hour game jam, 5-person team (2025): owned all environment art, 14 modular pieces and one lit scene, built and integrated in Unity inside the jam window.
Format, length and getting past the applicant tracking system
- One page if you can, two at most, up to about ten years. Your portfolio is the long document.
- Plain single-column text. Two-column art CVs with icons and skill bars parse badly in applicant tracking software and tell a lead nothing about your level.
- Contact line order: name, city, email, phone, portfolio URL, showreel length, LinkedIn if you use it. No photo, no date of birth.
- Send a PDF named firstname-lastname-3d-artist-cv.pdf. Keep it under 1 MB so it opens on a phone.
- Mirror the job advert's exact words. Studios search their applicant database for 'Unreal Engine 5', 'Substance Painter', 'retopology', 'trim sheet', 'texel density', 'LOD', 'Nanite', 'PBR'. If you have done it, write it the way they wrote it.
- Put shipped titles with platform and year in their own small block if you have more than two. Recruiters look for them first.
- If your work is under NDA, write 'unannounced PC and console title, 2026, characters and props' and leave the rest for the interview.
- Skip the career objective. Use a 3-line personal statement that names your discipline, your engine and one number.
“I open the ArtStation link before I read a word. What the CV has to tell me is what you owned on those assets, what budget you hit, and whether you have taken feedback from a lead before. Half the CVs I see leave all three out.”
Frequently asked questions
How do I write a 3D artist CV?
Put your portfolio URL in the contact line, then a 3-line personal statement naming your discipline, your ownership range (block-out to engine-ready), your main software and engine, and one number. Give each job 3 to 5 bullets with asset counts, budgets and turnaround. Keep it to one page, two at most.
What skills should a 3D artist put on a CV?
Group them by pipeline stage: modelling (Maya, Blender, 3ds Max), sculpting (ZBrush), topology and UVs (retopology, RizomUV, texel density), texturing (Substance Painter and Designer, PBR, baking), rendering (Marmoset, V-Ray, Arnold) and engines (Unreal 5, Unity, LODs). Add Perforce and art review experience.
Can I get a 3D artist job with no experience?
Yes, if the portfolio is strong. Studios hire juniors from three to five finished pieces with turntables, wireframes and breakdowns, especially if at least two were built to a stated triangle and texture budget. Add game jams, mod work or small paid commissions as your experience block.
Should I include my ArtStation link on my CV?
Yes, in the contact line as plain text, at the top. It is the first thing an art director clicks. Add your showreel length if you have one, and note if there is a password. Do not embed render images in the CV file itself.
Do I need a degree to be a 3D artist?
No. Many working 3D artists are self-taught or came through short courses. A degree can help with some visa applications and with some large studios' HR filters, but the portfolio decides the hire. If you have no degree, put the education block last and keep it to one line.
What is a good personal statement for a 3D artist CV?
Name the discipline, the ownership range, the engine and one measurable constraint. For example: '3D artist with 7 years and two shipped titles, owning characters and props from block-out to engine-ready in Unreal 5, delivering 46 hero assets to a 40K triangle budget.'
How long should a 3D artist CV be?
One page if you can, two at most, even at ten years. Give your last two or three studios full bullets, compress older work to a line each, and put shipped titles in their own small block so recruiters find them without scrolling.
How do I list a 3D artist job I cannot talk about because of an NDA?
Write the studio, your title, the dates and 'unannounced PC and console title'. Then describe what you owned in generic terms: asset type, count, budget and software. Recruiters see this constantly and it does not count against you.
Ready to write yours?
The builder suggests a summary from your own experience, then checks it against the job posting.
How this page was made: a first draft was written with AI assistance from cvplex's example library, then edited and fact-checked by the cvplex Careers Team. Examples are fictional composites; numbers are illustrative. Report an error via the editorial policy page.