lunes, 30 de noviembre de 2015










Hey all, it's been a while...Lately I've been more active in Polycount, but between work and graduating from university there's little time left to even do that. In nine days I'll be having my graduation ceremony, and thankfully I've managed to land a job in a small studio that's making VGs and interactive media for cool clients.

For now though, I'd like to show this character I've been working on during the little free time I've got left, based on a concept from the talented artist Alexandre Chaudret, check out his work! Personally I took some liberties with this model from the original design, mainly choosing between coolness and funcionality of some stuff. I've already began texturing this, and hopefully in December I'll be able to finish this. My mother's coming in December though, so perhaps I won't be able to? Haha, we'll see.


miércoles, 19 de agosto de 2015


Gun finished. If you want to see it in 3D and rotate the lights around and other cool stuff, you can find it in my new ArtStation page which I'm still working on. I want to finish this character I'm doing before I take the time to organize my social networks, so as soon as I'm done with her I'll upload some other works : ) ! Thanks for visiting!

viernes, 31 de julio de 2015


I've been making more assets and 1 character that I'd like to show off by the end of August. Exciting times!

martes, 23 de junio de 2015

miércoles, 10 de junio de 2015



Aaaand he's done!! He looks grumpy about something too. Maybe he just wants to go to the bathroom?

Slow Turntable (and wireframe) here.

Hopefully I can put him in Marmoset Viewer for you all to rotate him around soon. Ohh the age we live in...

domingo, 31 de mayo de 2015



I've been studying more and more on textures maps for videogames and learning the workflows. Hopefully I'll be able to finish this bad boy in a week or two!

miércoles, 1 de abril de 2015






And finally...The submission's beauty shots! I learned a lot during this, and I'm pretty sure I'll keep working on this after the contest as I learn more about UE4 and Substance. I'm super proud of having participated in a contest with so many talented artists around the globe. Wish me luck!
Some more assets...

Small doodle above of what I imagined the environment looked like from the outside, and first screenshots below of the final environment as I started working on the lighting.  I think the foliage is the weakest element in my piece (ironically the only objects I didn't texture with Substance software) and the tree trunk should look better.


All textures were done in Substance Designer except foliage...so here goes what the vegetation looks like. I followed a basic pipeline for this: made some planes in the forms of leaves in 3ds max, added detail in Zbrush, then baked down to texture maps : )



Re-did assets numerous times as I got the "feeling" and form down to something I liked. In the meantime, I kept reading about UE4 and Substance software.
The past 3 months I've been working for The Throne Room Environment Art Challenge in Polycount. I'll be posting some images of the process, but before that, a description of the environment:

On strange lands, a tower is found, consumed by trees. Its top floor holds a throne room, a grand but perhaps menacing place in other times. Was it abandoned? The colossal roots piercing metal walls, the vines consuming and claiming spots suggest otherwise. Whether this empire or kingdom moved on or was taken out by force, this building of theirs still holds some special kind of magnificence.

Software to be used:
Maya
Max
ZBrush
xNormal
Substance Designer
Substance Painter
Unreal Engine 4

I’m going for something that could be found in a fantasy setting. I’d like to mix in metal with plants, pipes, cool architecture and even cooler textures. Big ambitions, little time left. Let’s work!!

Initial Concepts