3D assistant
| Highest | $4,600 / mo · Switzerland |
|---|---|
| Experience | 0–1 yrs |
| Degree | Not required |
| First paycheck | 4 years bachelor's + portfolio |
Pay in the destination countries
Monthly, in US dollars. Each country is an Imora admission package — open one for that route's fees, language requirement and deadline.
| Country | Monthly |
|---|---|
| SwitzerlandIELTS 6.5 · CHF 0.9–8k | $4,600max |
| United StatesTOEFL 80–100 · $10–70k | $4,200 |
| NorwayIELTS 6.0–6.5 · NOK 130–260k | $3,600 |
| DenmarkIELTS 6.5 · DKK 45–135k | $3,100 |
| Hong KongIELTS 6.0–6.5 · HK–200k | $3,000 |
| SingaporeIELTS 6.5 · SGD 18–35k | $3,000 |
What does the day look like?
Your week is mostly in a studio: 35–40 hours, with evenings or weekends sometimes when deadlines pile up. You build 3D assets from a brief or concept art, UV-unwrap them, do PBR texturing and lookdev in Substance Painter, set up scene lighting and cameras, batch-render in engines like Cycles, V-Ray, Corona, or Redshift, and export files to Unreal Engine 5 or comp. Day-to-day tools include Blender, Maya, 3ds Max, Photoshop, and sometimes ZBrush or Nuke.
In large film/VFX or game studios, roughly 50–70% of your time goes to texturing, lighting, render passes, and export — senior artists usually own the hero geometry. In architecture viz, product viz, or small studios, you may model, texture, light, and render the same asset end to end. Waiting on farm or local renders can eat a large share of clock time even when you are not actively working. This is not shift work; overnight on-call is uncommon at entry level.
Where does this lead?
Next step up
What do you make of this job?