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Arthur Zenkovich
Arthur Zenkovich
Senior 3D Environment Artist
Minsk, Belarus

Skills

3D Modeling3D VisualizationDigital SculptingGame DevelopmentMaterialsPBR TexturingTerrain3D AnimationLandscape

Software proficiency

Substance 3D Designer
Substance 3D Designer
Blender
Blender
Unreal Engine
Unreal Engine
Unity
Unity
Gaea
Gaea
World Machine
World Machine
Houdini
Houdini
ZBrush
ZBrush
3ds Max
3ds Max
Maya
Maya
Photoshop
Photoshop
Substance 3D Painter
Substance 3D Painter
Python
Python
QGis
QGis
Global Mapper
Global Mapper
Marvelous Designer
Marvelous Designer
V-Ray
V-Ray
Corona Renderer
Corona Renderer
Marmoset Toolbag
Marmoset Toolbag
Jira
Jira
CorelDRAW Graphics Suite
CorelDRAW Graphics Suite

Reel

Productions

    • Video Game
      DCS: Iraq
    • Year
      2025
    • Role
      Senior Material Artist
    • Company
      Eagle Dynamics
    • Video Game
      DCS: Afghanistan
    • Year
      2024
    • Role
      Senior 3D/2D Environment/Texture Artist
    • Company
      Eagle Dynamics
    • Video Game
      DCS: The Channel
    • Year
      2020
    • Role
      3D/2D Environment/Texture Artist
    • Company
      Eagle Dynamics

Experience

  • Senior 3D Environment/Material Artist at Eagle Dynamics
    BY
    October 2018 - Present

    ● Designed and implemented landscape systems for DCS: Afghanistan / Iraq / Channel, significantly enhancing visual fidelity and receiving positive player feedback:

    - Conducted comprehensive geo-analysis (QGIS / Global Mapper): terrain, geology (chronostratigraphy), climate (temperature, precipitation), slopes;

    - Divided terrain into biomes for adaptive texturing and vegetation generation based on satellite data;

    - Generated realistic normal maps in Gaea 2 using analytical data;- Developed procedural placement systems for natural objects (trees, rocks, etc.) with density and

    variability controls;

    - Used Python scripts to speed up workflows.

    ● Created a library of procedural PBR materials used in 5+ shipped projects, standardizing visual

    quality and accelerating texturing.

    ● Developed 100+ universal assets (roads, rivers, city blocks, forests) for internal teams and external

    studios, speeding up the creation of new maps and improving existing ones.

    ● Recreated historically accurate objects and surfaces based on archival data and aerial photography.

    ● Consult and assist teams on material workflows and texturing.

    ● Actively participate in integrating, planning, and testing new engine tools alongside developers.

  • 3D Artist at Freelance
    January 2017 - October 2018

    ● Architectural Visualization in Unreal Engine 4/5:

    - Full pipeline: from modeling objects to setting up PBR materials and lighting;

    - Created Blueprints tools for procedural scene generation, including mass placement of objects

    with variable parameters;

    - Implemented interaction logic with environmental elements.

    ● Built a library of 100+ optimized furniture models for a mobile AR application (assembly,

    texturing, LOD systems).

    ● Produced photorealistic renderings (V-Ray, Cycles, Corona) of products for marketplaces

    (electronics, home goods), including material setup and lighting.

    ● Developed commercial assets for 3D stock platforms according to technical specifications and adapted them for various formats, renderers, and software.