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As a 3D Artist I have a generalist profile. I have always tried to deepen in the different specialties and workflows to excel in modeling, material creation, lighting and rendering, topology, effects...

I have knowledge and experience in animation and rigging, although they are not the fields I master the best. I usually use Mixamo or other tools to speed up these processes.

My usual workflow is with Blender and Z-Brush and Substance Painter. I started learning 3D almost 22 years ago, with 3DsMax and V-Ray, since then I have used them intermittently, until about five years ago when I made the decision to change my career as a designer and focus on 3D modeling and VR experience development.

I have always believed that while experience with specific software is important, it is not the most crucial aspect.

In 3D creation, you have to be clear about many technical aspects: How a normal map works, what good topology looks like, a non-destructive workflow, what it means to work with linear light, or, in material creation, what is the difference between a metallic/roughness workflow or a specular/glossiness one.

On the other hand, there is the artistic direction, the knowledge of anatomy, the search for references, or the sense of proportion. These are issues that take more time to internalize than the menus and options of a particular program.

Characters

3d modelling character image
3d modelling character image
3d modelling character image
3d modelling character image
3d modelling character image
3d modelling character image
3d modelling character image

Game Assets