ID: CHAR_STP_01
GAME READY LOD0
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.
01 // Selected Works
Production-ready character assets, high-poly sculpts, clean retopology, and calibrated PBR texturing for real-time games.
ID: CHAR_STP_01
GAME READY LOD0
ID: TITAN_GLM_03
TITANS SHIPPED ASSET
ID: CHAR_SMR_05
PORTFOLIO FEATURED
ID: CHAR_GLC_04
CINEMATIC LOD0
ID: CHAR_NPC_02
IN-GAME ASSET
STEAMPUNK STYLIZED CHARACTER
02 // Interactive 3D Viewport
WebGL direct buffer evaluation. Drag cursor or touch to orbit camera and inspect surface curvature and normals.
03 // Mesh Topology & Fidelity
Slide horizontally to evaluate polygon distribution, edge loops, and UV packing against the final baked PBR texture pass.
FINAL PBR TEXTURE
WIREFRAME & TOPOLOGY
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.
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.