Senior Character Artist specializing in stylized and realistic characters for games, film, and high-end collectibles. Experienced in translating concept art into production-ready assets with strong sculptural form, clean topology, and real-time performance. Proficient in Maya, ZBrush, Substance Painter, and Unreal Engine, consistently delivering polished character work on schedule.
Portfolio - https://pakoartwork.com
Email - pakoartwork@gmail.com
Instagram - https://www.instagram.com/pakoartwork/
Core Strengths:
- Stylized Characters
- Realistic Characters
- Anatomy
- Creature Sculpting
- Digital Sculpting
- Hard Surface
- Texturing
- Rendering
Production:
- Game-ready assets
- Real-time optimization
- Texturing (PBR / UDIM)
- 3D printing preparation
Collaborating with Anemona Studio as a Senior 3D Character Modeler during a key production phase. Focusing on bridging the gap between artistic concept and technical execution, translating character briefs into high-fidelity 3D assets. Responsible for full sculpting and modeling characters with production ready topology, precise anatomical proportions, and expressive facial movement.
- Guided a student-led production team, advising on character modeling, sculpting, surfacing, and texturing workflows.
- Taught workshops on hard-surface and organic modeling using Maya, ZBrush, Substance Painter, Arnold, and Unreal Engine.
- Oversaw character pipeline documentation, feedback processes, and quality control for production assets.
- Taught introductory and advanced ZBrush and Maya courses to groups of up to 15 students.
- Delivered curriculum focused on stylized and realistic sculpting workflows.
- Mentored students through hands-on exercises in topology, UVs, baking, and asset presentation.
- Created sculpted and modeled characters and props for academic and professional projects.
- Delivered optimized characters, textures, and hair cards for the VR game The Thrill of the Fight.
- Completed UVs, baking, retopology, and Unity asset integration.
- Supported the character team on MLB The Show 2019, modeling props and crowd characters.
- Used photogrammetry data for facial scans; performed retopology and real-time engine preparation.
- Assisted in asset integration and performance optimization.