3D & animation

Eleven years of 3D — from Cinema 4D to Blender and Unreal Engine 5. Lighting with Lumen and Nanite, Sequencer and Movie Render Queue, MetaHuman Animator, motion capture cleaned up in Cascadeur. I deliver executable builds and documentation.

Three areas

Living room with timber beams and a large window, afternoon light

ArchViz

A home you can walk through · real time

MetaHuman portrait in profile with side light

Animation

Characters · facial · product

Armoured character facing a dragon in a rocky gorge

Assets

Environments · modelling · engine

ArchViz

Not a folder of renders: a home that opens and can be walked through. Built in Unreal Engine 5, at real scale and with the light solved in real time — the client changes finishes and time of day while talking to you, and nothing has to be re-rendered.

See NIDO, a complete home · in Spanish

Animation

What moves in front of the camera: characters with facial and body capture, and product animated in a virtual studio. Two different disciplines with the same demand — that movement reads as intention and not as interpolation.

Characters and MetaHuman

MetaHuman Animator and facial capture with Live Link Face. Skin, subsurface and portrait lookdev in real time; motion capture cleaned up in Cascadeur.

Product

Lookdev, studio lighting and product animation: footwear, drinks, packaging and automotive.

See the animation area · in Spanish

Assets and environments

What gets built so that other people can use it: procedurally generated environments, character modelling and lookdev, and engine-ready libraries. Made for games and for visual effects, where the deliverable is not a final render but an asset that has to hold up under any camera and any light.

See the assets area · in Spanish

Tools

Eleven years of 3D, from Cinema 4D to Blender and Unreal Engine 5. The whole chain in-house: modelled, lit, animated, rendered and edited without leaving the studio.

Unreal Engine 5 Blender Houdini Cinema 4D ComfyUI DaVinci Resolve

Engine and render

Lumen and Nanite for real-time light and geometry. Sequencer and Movie Render Queue for the final render. Blueprints and Pixel Streaming when the deliverable is an application.

Character

MetaHuman Animator and Live Link Face for the facial performance. Body capture cleaned up in Cascadeur, which is where you fix what motion capture does not give you.

Modelling and costume

ZBrush for sculpting and detail, Marvelous Designer for simulated cloth. Lookdev and materials resolved inside the engine, not in a separate render.

Generated imagery and post

ComfyUI with custom workflows when generating beats modelling. Editing, compositing and grading in DaVinci Resolve, with the timeline compiled by script.

Seven finished pieces, to watch back to back.

Enter the screening room

Production · AI video · 3D & animation

A cinematic, a walkthrough, or a character that needs life?

Get in touch