





3D
ARTIST
Table of contents
STYLIZED CHARACTER: MODELING, TEXTURING, UE SHADERS AND RIGGING
FI TECH
RIE ANIMATION STUDIOS






Fitech is a comic created by team of artists and illustrators led by Mexican author Óscar González Loyo. Gonzalez.
At Rie Studios we did a small promo.


Animation test by Diana Peña
I embarked on the journey of bringing the robot to life by meticulously modeling and texturing its components. Every detail, from the sleek metallic surfaces to the intricate mechanical parts, was crafted with precision and attention to detail.
A highlight of this project was the development of a custom Toon shader within Unreal Engine. This shader incorporated advanced features such as outline and inline effects based on the normal map and depth captured by the camera. Additionally, it dynamically responded to lighting conditions, generating solid color variations to enhance the robot's aesthetic appeal.


One of the key challenges of this project was rigging the robot entirely within Unreal Engine. Leveraging Unreal's powerful rigging capabilities, I meticulously set up bone hierarchies, constraints, and controls to enable fluid movement and dynamic animation.



METAHUMAN - ALL ASPECTS
SKATERGIRL






Stylized Metahuman design inspired by the incredible work of Angel Ganev.
This project represents a fusion of artistic vision, technical expertise, and creative execution.
Technical aspects

wireframe
Pose A

FINAL LOOK
With a clear concept in mind, I proceeded to model the character, meticulously sculpting each detail to capture the essence of Ganev's style. Attention to form, proportion, and character expression was paramount, ensuring a faithful representation of the envisioned design.
Leveraging the power of XGen in Maya, I meticulously crafted the character's hair, eyelashes, and eyebrows.
Attention to detail and a keen eye for aesthetics were essential in achieving the desired look.


3D MODEL: ZBRUSH MAYA
TEXTURES: PS SUSBTANCE PAINTER
GROOM: XGEN
CLOTHES: MARVELOUS DESIGN
RENDER: UNREAL ATLUX
3D Modeling for Zepeto and Metahuman.
Somnilya, her aesthetic blends the ethereal and the dark, reflecting her duality as a guardian of dreams.
Blender, Maya, UE, Zbrush, MToolBag4
METAHUMAN - MOCAP - ALL ASPECTS
click on the image to view project.
METAHUMAN - MOCAP - ALL ASPECTS
CHIYO
RIE ANIMATION STUDIOS





Chiyo represents a perfect fusion of artistry and technology, showcasing the possibilities of Metahuman characters in motion capture applications. I am excited to see Chiyo come to life through motion capture performances
Chiyo's design was meticulously crafted to capture her vivacious personality and love for dance. Through careful consideration of facial features, attire, and styling, Chiyo emerged as a captivating and relatable character.


Animation body Test by Diana Peña
Chiyo's clothing and hair were simulated using advanced techniques in Marvelous Designer and Unreal Engine, respectively. This added a layer of realism and dynamism to her character, enhancing the overall visual appeal and believability of her movements
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Doble clic on to Pop Up
Rigging Chiyo for motion capture posed unique challenges that required innovative solutions. Every aspect of her rig was meticulously designed and optimized to ensure seamless integration with motion capture technology, allowing for fluid and lifelike animations.
STYLIZED CHARACTER: MODELING, TEXTURING, AOVS RENDER
VU DU
FREELANCE


Reference image.
Character design by dagasi yk

In this project, I undertook the modeling of a character based on a design by Dagasi YK. The challenge was to create a visually compelling character while staying true to the original concept.

For the ghostly entities, procedural textures within Maya were employed, ensuring a consistent and eerie aesthetic. Conversely, the textures for the main character were meticulously crafted using Substance Designer, adding depth and detail to the protagonist's appearance.
To achieve the haunting emissive effect of the ghosts, a combination of mesh lights and Arnold's supplementary lighting was utilized. The final result was refined using AOVs (Arbitrary Output Variables), allowing for precise control over the rendering process.
STYLIZED CHARACTER: MODELING, TEXTURING, UE SHADERS
BRO STORIES
RIE ANIMATION STUDIOS





In the creation of 'Brostories,' I embarked on a journey to bring to life the vibrant world of two brothers traveling the globe to share motivational tales. Utilizing modeling and texturing techniques, I crafted caricatured versions of the brothers, infused with a toon-inspired aesthetic.

Concept


Concept

Concept

STYLIZED CHARACTER & ENVIRONMENT: MODELING, TEXTURING, UE SHADERS
LUCKY GO
RIE ANIMATION STUDIOS






Character's Lineup

Environment
Modeling - Texture - Shaders - Lighting - Set dressing -Render



STYLIZED CHARACTER & ENVIRONMENT: MODELING
CHAMALEON




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PROMOTIONAL MERCHANDISE: SCULPT, TEXTURES, SHADER, RENDER
SAW X
PING SOLUTIONS





In this project, I took charge of modeling for the promotional products associated with SAW X. Managing licensed content demands meticulous precision, where every aspect, from shape to color, must align seamlessly while also meeting stringent technical requirements.
We achieved a flawless representation of the SAW X brand, meeting both aesthetic and functional requirements.

PROMOTIONAL MERCHANDISE: SCULPT, TEXTURES, SHADER, RENDER
GODZILLA & KONG
PING SOLUTIONS


I sculpted the main characters from Kong x Godzilla to create popcorn container. The primary technical challenge I faced was ensuring that the lids of the containers seamlessly closed without colliding with the intricate crests of Godzilla.


Overcoming the technical hurdles while maintaining the integrity of the character designs was a rewarding process. The final products not only serve as functional containers but also as visually striking pieces of merchandise that capture the essence of the Kong x Godzilla universe.
SCULPT







X GEN HAIR CARDS METHOD
MURC
HAIR CREATION FOR GAMES


For the creation of the character, meticulous attention was paid to the intricacies of hair and eyebrow design. Employing a methodical approach, I first generated maps of hair strands of varying sizes through baking techniques. Subsequently, these strands were meticulously arranged to create depth and realism using planes. This method not only enhanced realism but also optimized efficiency by reducing geometry, resulting in a lighter overall model.




X GEN GROOM INTERACTIVE
VI

Groom Interactive played a pivotal role, facilitating the creation of fur around the model. Through an iterative process, the fur was meticulously groomed, gradually refining its appearance until the desired aesthetic was achieved. This method provided fine-tuned control over the fur's styling, resulting in a final outcome that precisely matched the project's vision

ENVIRONMENT: MODELING, TEXTURING, UE SHADERS, ANIMATION, LIGHTING RENDER
Pulpo DemoReel
RIE ANIMATION STUDIOS







OASIS
Student shortfilm- personal project




LILA
Lila is a loving pangolin, however she will not hesitate to defend her sister, Anna, from those who want to harm her.
Anna's mother rescued her from a dilapidated laboratory before she died. Now Lila is Anna's only company in a world where life expectancy is almost zero due to water scarcity.

Character design reference
ENVIRONMENT (oasis)


WIREFRAME





WIREFRAME
SHORTFILM FOR TABLE PROJECTION: ALL ASPECTS
50 YEAR OF LOVE
POLAR MULTIMEDIA

A 15-minute short film for Polar Multimedia, its clients wanted to tell their love story with the purpose of being projected on a table during their wedding meal. The elaboration of the project lasted three weeks to carry out from the concept to the final composition.

Example
It was a project for the company POLAR MULTIMEDIA, with the necessary guidelines to be projected on the table of the guests while they waited for their dish.
The circle had to fit into the physical plate placed on each guest's table, and the remaining space had to have a seamless pattern so that when multiplying it per table, the cuts would not be noticed.
The first part of the video is a sample of the render in Blender, where it had to be rendered on a blue background in order to be able to make the composition later in after effects, backgrounds were added and 2d elements were animated.
Due to the short period of time, the skills of working under time pressure and solving problems quickly, creatively and efficiently were developed.
MUSEUM
Lighting -Composition and Ambient in Nuke

Animation
