Showreel

 
  • This is a project where I learned a lot and gained a lot of confidence in my work. I worked on this project with my mentor, Solène Chan-Lam. The asset was created by Justine Lecat, and I textured it in Mari. The goal was to create a realistic asset with custom textures, avoiding a procedural look.

  • This is an asset made for canVERSE (videogame). In the first part of this project a lot of sketching was done. After the design was approved, the modeling started in Maya and then it was textured in Substance Painter. This are renders inside Maya and Arnold but the model is inside Unity with the High Definition Render Pipeline. Needless to say there was a lot of reference in all of the process.

  • This was made for a client in the proyect canVERSE. They provided the model and then I proceded with the Texturing and Look dev of the ship. For this model I imagined a very old and damaged spaceship that has been weathered by extreme velocities and space rocks. The most fun and challenging part was to make something look great from such a simple model. A lot of references were gathered to use as inspiration and as a stencil on Substance Painter.

  • This project was inspired by an old stool at my house, so I had live references and I could take as many photographs as I wanted. The project was modeled in Maya, textured in Substance Painter and rendered with Arnold.

  • This is a personal project I made where my goal was to make a skater character. First I gathered a lot of references of how I wanted him to look, so I started with the hair and my main references were surfers that have this kind of hair. For the actual clothes, I looked in my wardrobe because I dress a lot like Damien. For the modeling, I started with Zbrush where I made all the main shapes and muscles as well as some detailed sculpting. Then it was retopologized in Maya; having the base mesh in Maya I proceeded to start with the grooming with Xgen where my hair references were used a lot!

    Afterwards, the high poly and low poly model were exported into Substance Painter where the texturing part started. Again, I looked at references of skin, eyes, clothes that were used during the texturing process.

    All the shading and look dev was done inside Maya where Arnold was the render engine. The shaders used were: AiStandardHair and AiStandard.

  • Jorge is a character very dear to me because it was made for a short film I co-directed. The background behind the character is that he was a successful musician (pianist) and then got depressed when his son died after they had a fight. A lot of refereces where gathered to know how someone who was depressed and going through grief looked like.

    For this character, I started modeling a base mesh in Maya and then sculpted more detailed shapes in Zbrush. Then it was imported into Substance Painter and started texturing the character acording to the story we wanted to tell. The grooming is interesting, because it was made with Xgen Interactive which was my first time using it. Then it was rigged in Maya and rendered with Arnold with the AiStandardHair and AiStandard shaders.

  • Backgammon renders where made for canVERSE website (a realistic videogame). For the texturing part the assets were textured in Substance Painter where, with wood photo references, it was textured. Renders were made in Maya and Arnold.

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