
Hello dear friend!
My name is Svyatoslav Sol.
My professional career began with graphic design and studying the fundamental principles of composition, color, working with typography, understanding the form and creating a design that solves the problem and performs the required function.
Having worked as a graphic designer, I saw a transition to 3D as a natural step. Now in my arsenal I have the skills necessary to complete any goal. In each work, I aim to improve all its components in order to achieve maximum results in every detail.
From craft to production
Over the following years, 3D stopped being a set of tools for me and became a way of thinking about production. Working in a studio environment, I moved from single assets to full production cycles: reference research, modeling, texturing, optimization, and integration into real-time engines — with the constraints of the final platform in mind from the very first step.
Real-time work taught me the discipline that classic 3D does not require. In AR and VR, every polygon and every texture map has a price, and the difference between a beautiful render and a product that runs smoothly on a smartphone is entirely in the decisions made early. I learned to design assets around that limit instead of fighting it.
Building the process
Alongside the craft, I built what makes it repeatable: production pipelines for high-volume asset creation, technical documentation, and internal guidelines that let a team work at a consistent quality without reinventing the process each time. Structuring complex tasks, organizing production hierarchies, and thinking a project through before it starts became as much a part of my work as the modeling itself.
Working with people
The more the process grew, the clearer it became that a pipeline only works if people understand where they are going. Over time my role expanded from producing assets to shaping the work of others: writing technical briefs that leave no room for guesswork, breaking a project down into tasks with a clear standard for each, and setting the direction so that every artist knows not only what to do, but why it is done this way and how it connects to the final result.
I learned to hold the visual and technical consistency of a project as a whole — to review work, give feedback that improves the outcome instead of discouraging the author, and correct the course early rather than at the render stage. Communication turned out to be as much a production tool as any software: most delays in 3D are not caused by complexity, but by an unasked question. Keeping that channel open, both inside the team and with the client, is something I consider part of the craft.
Hearing the real request
And there is a part I value no less than the technical one — understanding the real request behind the client's brief. Very often what is asked for and what is actually needed are not the same thing, and the ability to hear the difference, ask the right question, and propose a solution that works for the product is what turns a task into a result.
Where I am now
I work on two levels at once. As an artist, my focus is hard surface, product and e-commerce visualization — the work where precision, material accuracy, and clean geometry directly affect how a product is perceived and sold. As a lead, I take responsibility for the project as a whole: defining the visual direction, setting the technical standard, translating a client's intent into a brief the team can act on, and keeping every artist aligned with where the project is going.
What I bring beyond the software is the ability to see the finished thing before it exists — and to describe it clearly enough that a team can build it. That is the part I find most valuable in my own work, and the part I want to keep growing.
I am equally interested in projects where no one yet knows exactly how it should be done.

Software skills
- Blender 3D
- Substance Painter
- Substance Designer
- Unreal Engine
- Twinmotion
- Unity
- ZBrush
- Adobe Photoshop
- Adobe Illustrator
- Adobe After Effects
- Adobe Premiere Pro
- Adobe Media Encoder
3D Skills
- Hard Surface modeling
- Sculpting
- Retopology
- UV unwrapping
- Baking maps
- Hand painting
- Texturing
- Final Render
Graphic Design skills
- Concept visualisation
- Typography
- Color Theory
- Composition Theory
- Print design
- Design & redesign for any product
- Social Media Templates
- Text layout
Soft skills
- Creative thinking
- Concept visualization
- Communication skills
- Work in team
- Self-organization
- Hierarchy thinking
- Work for the result
Work & Career
Advin Global
Sep 2023 — present
3D Generalist
All projects were produced by the Advin Global production team. My role covered 3D asset creation, optimization and pipeline development.
I hold the position of 3D Generalist within the production department, where I work on creating 3D content for AR and VR projects. My responsibilities cover the full production cycle of real-time 3D assets — from reference research and concept development to modeling, texturing, optimization, and integration into Unity.
As part of the production team, I contribute to the development of various interactive and technology-driven projects.
I work on creating 3D assets for VR rehabilitation simulators designed for the recovery of wounded soldiers, as well as for people with motor impairments and phantom pain conditions. These projects focus on building safe and interactive environments for therapy and physical rehabilitation.
I also contribute to the development of virtual environments for interactive exploration, including digital museums where users can explore artworks within immersive VR spaces.
Another area of my work includes environment and location modeling, such as interiors and exteriors of architectural landmarks and other spaces designed for interactive exploration in VR.
A significant part of production work involves creating and optimizing 3D models for AR product catalogs used by stores that sell furniture, decor, and other home products. These assets are optimized for real-time use, allowing customers to preview products in augmented reality on smartphones, improving product interaction and supporting online sales.
I also work on modeling complex mechanical systems and industrial installations used in VR training environments where users learn how to operate equipment before interacting with it in the real world.
In addition to asset creation, my role within the production team also includes:
- Developing technical and creative solutions for client requests
- Contributing to project concepts and implementation approaches
- Building production pipelines for high-volume 3D asset creation
- Optimizing internal team workflows
- Preparing technical documentation and internal production guidelines
As part of the production process, I work with large volumes of project information, structure complex tasks, organize production hierarchies, and develop detailed pipelines for new projects entering the team’s workflow.
Projects published by Advin Global. All links lead to the company's official channels.
adv.ua ↗All case descriptions ↗VR NOW — rehabilitation ↗ShopAR — AR catalogs ↗
Freelance
Aug 2021 — Sep 2023
3D Artist
Created and optimized 3D models for various projects, including interior assets, product models, and custom content for games. Worked on modeling, texturing, and preparing assets for real-time applications and AR environments. Also developed custom 3D assets and mods for The Sims 4.
M1 Music Channel
Oct 2020 — Aug 2021
3D Generalist
My main tasks were to create virtual environments for broadcasts and TV shows. Most of the work I did in Unreal Engine, but there were also a lot of tasks to fix or improve the 3D models available in the library. I was also lucky to work on a music video for the MOZGI band — the first in Ukraine filmed on the basis of a virtual engine, Unreal Engine 4. For the clip my tasks were working with particles in UE, transferring characters and animation from iClone to UE, fixing face and character animation, blocking and building the scene according to the Art Director’s brief, textures, models and lighting.
- First virtual clip created with Unreal Engine in Ukraine
- First-class virtual studios for TV shows with Ukrainian stars
- The best projects for M1 — the first Ukrainian music channel
Freelance
Nov 2018 — 2020
3D Artist
Creating 3D models from concept. Low poly and high poly modeling, hard surface modeling, organic sculpting, UV unwrapping, texturing, baking maps, creating the final render scene.
School of Visual Communication
Jul 2017 — Nov 2018
Senior Graphic Designer
Due to the high intensity of work, I went from junior to senior graphic designer and for a long time fully ensured the work of the company’s design department. I actively participated in the development of the company by offering and implementing solutions that increased its efficiency, designed the interior and navigation of the office and mentored intern designers.
- Designer & organizing team member of “Type Kyiv Conference” — the first international font conference in Ukraine
- Work with Kyiv Mohyla Business School
- Work with Summit Book Publishing House