As a Sci-fi lover. I’ve crafted this stylized Weapon.
I used 3ds Max for basic geometry, and ZBrush for details. UV-Layout for unwapping. Photoshop for making stylized the textures. Marmoset Toolbag for Bake.
Images from Marmoset Toolbag.
As a Sci-fi lover. I’ve crafted this stylized Weapon.
I used 3ds Max for basic geometry, and ZBrush for details. UV-Layout for unwapping. Photoshop for making stylized the textures. Marmoset Toolbag for Bake.
Images from Marmoset Toolbag.
Retro 3D Gas Pump.
Low-poly model (1.248 polys).
I’ve used 3Ds Max for modeling, high and low-poly models.
UV-Layout for uv-mapping (retouched with the 3ds max uv-mapper).
Materials made with Substance Painter.
Renders of Substace Painter i-ray.
ADroneline started as a Bachelor’s Degree Project under Dinamita Works team name. After graduation and led a team of 7 people, I reworked the whole project during 3 months of hard work together alongside the programmer. We developed a playable version of this drone racing simulator intended for VR
We took part in PlayStation Talents Awards 2017, accomplishing milestones in short time periods until achieve this playable version and reaching the finals nominated for Best Online Competitive Game.
Team Leader of the project, playing the role of producer, and lead artist, ran team meetings, managing of deliveries, times, and milestones for PlayStation, pipeline and tasks tracking, budget estimation, game design, creation of entire game art: drones, props, environments, particle systems, materials and the implementation in Unreal Engine, from scratch to a playable demo. After that, and on my side, I managed to become a PlayStation Partner, being approved by Sony PlayStation for the launch of the video game.
Concept of an HF Transceiver, with 9 bands, dobule band display and other common features.
Modelled in 3DS Max, and made some textures in Substance Painer (as some hard surfaces) and Photoshop for details and displays.
Images from 3DS Max renders with VRay
Two versions of a desertic environment based on a post-apocalyptic era with touches of «Resident Evil: Extinction» created in Unreal Engine 5.
Use of 3ds Max and ZBrush to create the objects. Multi-material from Unreal Engine for the terrain. UV-Layout for unwapping. Photoshop and Adobe Substance Painter for the textures and materials.
Images from Unreal Engine.
Post-apocalyptic car. Rusty paint, dirty and mud. Rusty roof rack with items like petrol can, nitrous oxide bottle and rusty metal boxes.
Modelled in 3ds Max. Textures/materials made with Substance Painter.
Images from Unreal Engine (with environment), Marmoset Toolbag (white background) and Substance Painter (black background with separated items car/roof).
For this hard-surface prop I’ve used 3DS Max to model. UV-Layout for unwrapping and Substance Painter and Photoshop for the textures and materials.
Meshes and textures imported to Unreal Engine to make materials and blinking lights tests with blueprints.
Renders and turnaround: Marmoset Toolbag.
Video testing gameplay: Unreal Engine.
Droneworld is a 3D Animation short film that deals with the little time parents spend with their children, the little emotional education they receive, added to the increase of new technologies.
In this project, I have developed many roles: Director, Producer, 3D Artist, Concept Artist, Storyboarder, 3D animator.
It has been a great challenge due to the delivery dates to join film festivals on time, communication with all team members due to the distance between us, merging and promoting good teamwork.
All that sacrifice has been worth it to finally have a work that has won awards and nominations at various national and international film and short film festivals.
The mythical Desert Eagle pistol modeled in 3ds Max, unwrapped with UV-Layout and painted with materials made with Substance Painter and Photoshop. Artist details on the slide side.
4.352 polys (including loader)
First 5 renders of Substance 3D Stager.
The rest are from Marmoset Toolbag.
Environment made for the video game ADroneline.
For this project I used 3ds Max and ZBrush to do props and big terrain rocks. World Machine for terrain. UV-Layout for unwapping. Photoshop for the textures.
This environment is mounted in Unreal Engine, as well the materials.
Images from Unreal Engine.