top of page

OTHER PROJECTS

In this page you will find some freelance and personal projects

Face_001.jpg
Face_003.jpg
Face_002.jpg

RICK GRIMES (TWD)
DEAD VERSION

FAN ART

​

 

MODELING -  TEXTURING - LOOKDEV

Maya - Zbrush - Substance painter - Arnold render

Face_005.jpg
Zbrush_001.jpg
Face_004.jpg
Zbrush_002.jpg
eddie_The_Trooper.jpg
eddie_The_Trooper_02.jpg
stillframe_001.jpg

IRON MAIDEN

THE TROOPER

FAN ART

​

 

MODELING -  TEXTURING - LOOKDEV

Maya - Zbrush - Substance painter - Arnold render

stillframe_004.jpg
stillframe_003.jpg
stillframe_004.jpg
carnageShot_2K.jpg
carnage_closeup.jpg
stillFrame_005.jpg

CLETUS KASIDY

CARNAGE

FAN ART

​

 

MODELING -  TEXTURING - LOOKDEV

Maya - Zbrush - Substance painter - Arnold render

stillFrame_002.jpg
stillFrame_004.jpg
Demon.jpg

THE FIRST SACRED SYMBOL

CONCEPT - MODELING, TEXTURING

Maya, Zbrush, Mari, Photoshop

​

This short film under development has been a very interesting project for me, as most of the artists involved have been working for several years in some of the most renowned feature film VFX studios around the world. This of course has become an excellent opportunity for me to learn about the latest techniques and standard requirements of the different departments.
My work so far has been doing the concept, modeling and texturing for one of the characters and some environments, assets and props like rocks, ground patches, weapons and ruins.
For the character, the director request hi res textures as there are several closeup shots for the face and some parts of the body, so we are using multiple ( 9 ) UV tiles with 8K textures each, and every texture is usually conformed by separate layers and it's ISOs.
For the rocks we are working on the first tests, using 1 tile only and 8K textures to see how far we can go with the displacements, before using aditional modeling for the details.

drone.jpg

ENTROPY

SHORTFILM

​

CONCEPT - MODELING, TEXTURING,

CHARACTER SETUP

Maya, Mudbox, Photoshop

​

​

​

This project was developed on-line by artists from different countries and delivered to the client's studio based in Los Angeles (USA).
My work here was modeling the drone based on the provided concept art, creating the UV layouts and the textures using multi tiling techniques and providing the different texture passes and layers. I was also in charge of the character setup using some common rigging techniques and adding some little scripts in Mel to make an auto-levitate control creating an infinite cycle of small movements and random variations on the XYZ axis to make it look like is floating in the air so the animator can save some time and focus on other more important aspects of the animation.

tigre.jpg

 

CONCEPT - MODELING, TEXTURING,

CHARACTER SETUP

Maya, Mudbox, Photoshop

​

In this project I was in charge of the concept, modeling, texturig and rigging for characters and
vehicles.
For the helicopter I started from a reference of a real "Ah 1 Cobra" helicopter and added some substantial changes and modifications along the machine according to the guidelines of the director who wanted a more futuristic / post-apocalyptic look. The Uv layout was made using multi tiling techniques to get a total texture resolution equivalent to 16000 x 16000 pixels for all the different passes and texture layers (diffuse, bump,displacement, specular, ISOs, etc)
For the tiger I started from the concept sketch, doing a deep research of the tiger anatomy and groom color patterns to generate the final model, textures and rigging controls according to the guidelines of the director who requested IK/FK controls and GUI for
facial animation.

TEASER

hormiga01.jpg

TV COMERCIAL

​

 CHARACTER SETUP

Maya

​

In this project I was in charge of the character setup for the ant of this tv commercial according to the guidelines of the client/studio who wanted a toon aproximation and full control in every single part of the ant's body and face. I made some specific controls like Ik to Fk switch, automatic squash and stretch for all the body (legs, arms, chest) in an independent way for each tip, A complex set of controls for the face and blend shapes to get some specific variations on the body and face as the studio wanted to be able of duplicating and easily modifying the original ant to make an entire colony of ants.

GELHADA JELLY

bottom of page