Traditional workflow
Organic and hard surface modelling through polygon extrusions with Maya, 3ds Max, Blender and Cinema4D.
Comfortable working on traditional way of modelling through polygon extrusions as well as sculpting from scratch.
I also love creating procedural tools to enhance the content creation.
Organic and hard surface modelling through polygon extrusions with Maya, 3ds Max, Blender and Cinema4D.
Create from scratch or add detail to 3d models to generate a high-poly in ZBrush. Also capable of doing retopology and baking.
Generation of assets and environments procedurally created in Houdini FX.
Capable of shading and texturing with PBR materials. Knowledge of Substance Painter and experience with Redshift materials.
Ability to create simple riggings and skinnings in Maya, Blender and 3ds Max.
Creation of facial and body/assets animations in Maya, 3dsMax, Blender and C4D as well as adapting them from packages such as Mixamo.
Simulations of rigid bodies, particles networks, volume sourcers, etc.
Rigid body breakable dynamics in Houdini FX.
Creation of particles networks in Houdini FX.
Capability to work with volumetric sources such as smoke, fire or clouds.
Knowledge of hair and fur grooming plug-ins such as Yeti.
Knowledge of VFX techniques and compositing via layer based and node based.
Knowledge of layer based compositing tools such as After Effects. Also for motion graphics.
Node based compositing with Foundry Nuke.
I pay attention to the details and translate real features to digital worlds.
Rotoscopy, matte painting, cleanup, keying, tracking, 3D matchmoving, etc.
Ability to modify and create images and designs.
Creation and edition of bitmap images in softwares such as Adobe Photoshop.
Capability to create vector graphic design.
Good programming knowledge from app based to VFX scripting.
Various languages knowledge such as Python, C#, VEX, JavaScript or Dart.
Familiar with Unity environment and C# scripting.
Interest in creating webs and apps in Flutter (Dart), JS, React Native, CSS, ...