LAT 13.7942° N // LON 88.8965° W | EL SALVADOR // GAME PRODUCTION ATELIER
PIPELINE: BLENDER / ZBRUSH / SUBSTANCE / UNITY
IRIGARU // 3D PRODUCTION PORTFOLIO

3D CHARACTER, PROP
& ASSET ARTIST

Crafting stylized characters, game-ready props, and production assets. From high-poly sculpting and clean retopology to calibrated PBR lookdev and real-time engine integration.

GAME-READY ASSETS
/
UNITY & UE5 PIPELINE
/
CLEAN QUAD FLOW
VIEW EXHIBITION
PORTFOLIO INDEX

01 // Selected Works

Production-ready character assets, high-poly sculpts, clean retopology, and calibrated PBR texturing for real-time games.

GPU RUNTIME INSPECTION

02 // Interactive 3D Viewport

WebGL direct buffer evaluation. Drag cursor or touch to orbit camera and inspect surface curvature and normals.

IRIGARU // WEBGL 2.0 BUFFER: 60 FPS
360° ORBITAL MANIPULATION
ACTIVE ASSET CORE PROP // SUB-D QUAD TOPOLOGY
GEOMETRY AUDIT & LOOKDEV

03 // Mesh Topology & Fidelity

Slide horizontally to evaluate polygon distribution, edge loops, and UV packing against the final baked PBR texture pass.

SELECT ASSET AUDIT //
Final PBR Textured Character Render FINAL PBR TEXTURE
Topology Wireframe Character Render WIREFRAME & TOPOLOGY
← DRAG TO EXPOSE TOPOLOGY MESH HIGH-CONTRAST PBR AUDIT →
Irigaru Portrait
IRIGARU // 3D GAME ARTIST
LOCATION // EL SALVADOR (UTC-6) & REMOTE GLOBAL
STATUS // IMMEDIATELY AVAILABLE

Available for remote 3D Prop, Character & Asset Artist roles.

I’m a 3D Artist based in El Salvador with game production experience creating stylized characters, props, and environment assets. At Motmotstudios, I contributed to Rise of Titans, taking assets from high-poly modeling and sculpting through retopology, UVs, PBR texturing, and integration in Unity. I also created VFX for character attacks. Available to start immediately for remote roles with international teams.

PRODUCTION SOFTWARE
Blender ZBrush Substance 3D Painter Unity Marmoset Toolbag Photoshop Illustrator
TECHNICAL ARSENAL

Core Competencies

3D Art & Modeling

Production-ready game meshes, silhouette balance and volume definition.

Character Sculpting

Stylized characters, anatomy gesture, hard-surface armor and fabric folds.

Prop & Asset Modeling

Modular environmental props, mechanical elements and hero assets.

PBR Texturing

Calibrated roughness, metallic, subsurface scattering and stylized painted maps.

Retopology & Quad Flow

Deformation-friendly edge loops, low draw-call budgets and clean quads.

UV Mapping & Packing

High texel-density utilization, minimal stretching and multi-tile UDIM sets.

VFX & Attack FX

Real-time stylized visual effects and attack sequences for character combat.

Engine Integration

Prefab setups, collision meshes, material assignment and LODs in Unity.

DIRECT COMMUNICATION CHANNELS