Archivo de la categoría: 3D

Netflix’s Love Death + Robots Vol. 2 / The Tall Grass

I’m so happy to share these images. During 2020 I had the privilege to work alongside great people and super talented artists at Axis Studios in one of the episodes for the second season of Love Death & Robots. I was involved texturing most of the environments and also modelling and texturing all the props.

You can watch some stills of my work after the trailer. I’ll be showing basically my textures for the whole train (interior and exterior) and some WIPS. It was about for months of work painting like crazy! Hope you enjoy it :)

Special thanks to everyone involved in this project.  I’m so proud of what we did and being a part of it

The Guardian

This is my last personal project based on a concept of the great Mikhail Rakhmatullin. Check out his work because he’s amazing.
Most of the modelling was made by my friend Joaquin Alme I modelled some stuff like the roots, branches, helmet etc. and basically did all the texturing, shading, lighting and the final comp.

You can take look at the final renders and some of the process.

This is the original concept from Mikhail:

The aim was to do an extremely detailed work on hand-painted texturing and push my skills as fas as possible with a pretty basic geometry in terms of shapes.

Some close-ups renders:

My main challenge in this project was trying to achieve and stylized look for the texture combined with realistic shading, aiming to do all the moss and vegetation without any xgen or hair/fur plug-in, just pure displacement and I’m pretty happy with the results.

I just designed three types of really basic and low-poly shapes for moss to be scattered manually over the corners and some areas using mash

The most fun part was painting every texture by hand, adding every layer of paint, rust and surface imperfections without any kind of procedural masks. At the end I did almost 80 texture for all the channels of the character combined in several UDIM. You can see some reduced samples of some textures from the arms, red moss and more next:

I did the renders with multiple AOV and tweaked them in a pretty basic final comp, adjusting saturation for each channel, color correction and so on

Finally, there’s some nodes used for the red moss shading

Hope you like it! It was pretty fun :)


I worked on this personal project to explore and try new workflows and techniques and bring my own approach to what Sony did in «Spider-Man: Into the Spider-Verse». As many others, I felt in love with that movie. My friend Joaquin Alme modeled a cute low-poly Delorean some time ago and I just thought it would be fun to do some stuff mixing those two concepts and trying to keep the look and feel of Spider-Verse as a main reference.

Everything has been done using Maya, UV Layout, Arnold, Substance Painter, Photoshop and Nuke.

(Please, click on the images to see them at full size)

The next images are just for breakdown purposes

My main references from the movie, downloaded from animation screencaps and property of Sony Animation.

So, first of all, I just unwrapped the Uv’s and textured the car quickly. I usually only use Substance Painter for masking and baking in my worklfow, but in this case I didn’t want to spend much time on that. Don’t get me wrong, I love the software but in this project the focus will be shading and comp, substance is great, quick and easy.

Next, I just placed some blocks inside Maya as the basic city structure. My idea was to paint and project the whole city through the camera and don’t waste time on modeling to push up my painting skills.

Then, I lightened the scene in Arnold using around 15-20 lights. After rendering the car, the ground and the city separately, I saved the exr files with all the AOVs.


In addition, a sample for the diffuse textured I painted for the ground and the shading mixing the road with some wet areas

Finally, I build a shader for the dots and lines comic patterns, using ramps, ai Range and UVTransforms to place the patterns through the camera and being affected by the lights in a different way

At the end, I composed all the AOV layers from the car, road and the city projection in nuke

Thanks for reading if you have been throughout the whole process! :)


Recently, I’ve been working at SPA Studios as Senior 3D Surfacing Artist for «Klaus». As you can imagine, every 3D asset has been hand-painted from scratch to keep the style of the movie, and let me say, it will be absolutely gorgeous! It has been a real pleasure working with so many talented people under the art direction of Marcin Jakubowski and Szymon Biernacki :)

This is a selection of some of my favourites shots from my work at SPA Studios as a 3D Senior Surfacer in this delightful movie


Solstice is a short film project, directed by Emilio Enigma and made by awesome people from all over the world. After a great reception from many competitions and festivals and support from companies like Artella and Solidangle, we’re currently bringing it to life.

My role as a Lead Texture and Shading Artist for the environments and props is to adapt the beautiful art made by the concept art artists to the 3D, trying to keep as much as possible the feeling of handpainted textures combined with phisically correct shading. As soon as possible I’ll be posting some of my work. You can find out more in the official website Solstice Short Film

By the way, the daylight and neutral lightrigs are made by my friend and lighter at Ilion Animation Studios Noela Leis :)

Winter’s House Concept Art

Winter’s House renders after textures & shading

Studio Kimchi

Some texturing & shading work I’ve done for Studio Kimchi (animation studio based in Barcelona & better guys!) from time to time, including projects for Polaroid, Fadecase & the UN Refugee Agency (please, check out their website in the link above for breakdown and details)

render detail


Polaroid Pop from Studio Kimchi on Vimeo.



Props & Sets for Fun!

Here I’ll be posting some of my personal work I’m doing for fun in my free time, sadly, not much ^^

Hope you enjoit it!


For a long time I’ve been working in a scene in my spare time (unfortunately, not much). I love french animation and their gorgeous approach & style to any kind of animation so when I saw the great job that Grégory Georges did on Despicable Me 2 I automatically thought it would be so fun to model and paint some of their concepts! I pick up this messy room because from my shading artist perspective it has every kind of material and shape you could almost imagine: from metals, to plants, plastic, pictures, plush toys, liquids..

Hope I could finish it soon and give the whole scene a proper lighting. Meanwhile, get a sneak peek :)

PD. You could out more of Grégory’s work in his website


This chair was modeled by my friend Joaquin Alme







Next post it’s a collab with my friend, colleague and great rigger Carlos Contreras aka Polilla (mothman) He rigged a horse and asked me for a viewport texture for animators. Textures are hand painted and again, it’s just a viewport texture so I kept it simple :)

horse textures

horse textures

horse textures

horse textures


Hi there!

Some of my collab work for a short film called «Shift» directed by my dearest and talented friend Cecilia Pugliese and her classmate Yijun Liu. Many great artist took part in that project so if you are interested, feel free visit all the process here !! :)



Synopsis: The interaction between characters that appear to be antagonists (a woman from a city and a wild woman from the forest) makes the civilised character confront her own life and decide to change

All my stuff is hand-painted in Photoshop and rendered in Arnold

Main House Model Sheet

Main House Render

Bathroom Concept

Sink & Mirror Render

Wash Basin Render

wood-burner Render

Bed Concept

bed Render

door Concept

door Render

window Concept

window Render

Tree Branch And Dress Concept

branch Hero Render

Bedroom Concept

boudoir Render

Chair Model Sheet

Chair Render

Embroidery Hoop Model Sheet

Embroidery Hoop Render

Couch Model Sheet

Couch Render

armchair Render

Plant Model Sheet

Plant Render


XIV Short Film Festival “El Pecado 2015” (Spain)- Best animation short
4th Kolkata Shorts International Film Festival (india)- Best animation short
Festival de cine universitario de Puebla (Mexico) – Best animation short
View fest 2015 (torino, Italy) – First Prize
2015 Taiwan International Student Design Competition (Taiwan) – Gold medal
International Students Creative Award (Japan)
China Animation & Comic Competition Golden Dragon Award (China) – Best Foreign Animation


Annecy 2016 (France)
43th Annie Awards (United States)
SIGGRAPH Asia 2015 (Kobe, Japan)
Festival ENMUT (Barcelona, Spain)
Animac (Lleida, Spain)
Monstra Festival | Festival de Animação de Lisboa (Portugal)
Animago Award 2015 Festival (Germany)
Mezinárodní festival studentských filmů Písek (Pisek, Czech Republic )
Festival Internacional de Animación EXPOTOONS (Argentina)
Toronto Animation Arts Festival International (Canada)
Spark Animation (Vancouver, Canada)
Locomoción Festival de animación experimental (Mexico)
La mida no importa (Barcelona, Spain)
Metrocaff (NYC)
9º For Rainbow – Festival De Cinema e Cultura de Diversidade Sexual (Brasil)
Festival Internacional de Cine de Ponferrada (Spain)
Festival Internacional de Cine de Santander (Colombia)
Festival internacional de cine independiente de Elche (Valencia, Spain)
Festival de Cine de Animación en Diversidad Sexual – DiversAnima (Santiago de Chile)
Bogotá Short Film Festival, Bogoshorts (Colombia)
Festival Internacional de Cine de Hermosillo (Mexico)
VI Festival de Cine: Infancia y Adolescencia Ciudad de Bogotá (Colombia)
Festival internacional de cine del Medio Ambiente FICMA (Barcelona, Spain)
Anima-São – Festival Internacional de Cinema de Animação de São Gonçalo (Brasil)
CutOut Fest Festival Internacional de Animación y Arte Digital (Querétaro, México)
China Women’s film festival (China)
Caminhos Film Festival (Portugal)
Festival Internacional de Cine de Hermosillo (Mexico)
Festival Des images aux mots (Tolouse, France)
International Film Festival Zoom – Zblizenia competition (Poland)
Asian Youth Animation and Comics Contest
Festival Pacas de Cortos Alternativos (Ciudad Real, Spain)
Festival Internacional de Cine de Lebu (Chile)
Chilemonos 2016 (Santiago de Chile)
Festival Ecozine (Zaragoza, Spain)
Leiria Film Fest (Portugal)
2ème Festival International du Film Environnemental de Conakry (Guinea)

Flying Squirrels

Flying Squirrels is the last tv show I’ve been working on as a Lead Texture Artist. It’s an adventures series ideal for kids between 9 to 12 years old created by Mago Production and produced by several spanish tv channels and Canal Plus France.

My work has been to develop and carry on with the look and textures for the main characters and some sets.

Flying Squirrels

In order to get the look of the show we have focused in hand-painted textures, having strokes and bright colors as main features. So we painted the textures with love and then applied them to a surface shader mixing it with several render layers as you can see in the next images.

Ambient Occlusion

lights layer

shadows layer

diffuse layer

Final Result

Final Look

A few more images as an example and basically that’s all, hope you like it! :)





Antique Shop's Witch


Moses Face

Sara's Jacket

Pierre's Jeans

and finally some sets!


Antique Shop

diffuse example


High School hallway #1

High School hallway #1

High School hallway #3