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Matias Molero
Matias Molero
Senior Character Artist
Mendoza, Argentina

Summary

“I'm still far from being what I want to be, but with God's help I shall succeed.” - Vincent van Gogh

Hey there, my name is Matías Molero, and I'm a 3D Character Artist located in Mendoza, Argentina. I'm looking for new opportunities to move and be relocated to work with new teams, where I would like to give and get new experiences. About the character creation process, I love everything, from sculpting to texturing, clothes and organic especially. I'm passionate about my work and always search characters who have stories that deserve to be told.  

My specialties:
- Generate AAA high resolution models, low resolution models, and textures for real-time 3d - engines.
- Collaborate with artists and animators to develop run-time game 3D Data procedures & pipelines.
- Understanding of the game creation pipeline, from concept through to release.
- Understanding and experience creating PBR texture maps.
- Strong understanding of game character creation (retopology for ideal rigging deformation and to convincingly support normal maps)
- Team mentoring

All the best,

Matias.

Skills

3D ModelingTexturingDigital SculptingCharacter ModelingProp ModelingCreature ModelingUV MappingOrganicVideogamesConcept ArtGraphic DesignPhotogrammetryPBR TexturingTexture BakingCloth SimulationRetopology

Software proficiency

Photoshop
Photoshop
ZBrush
ZBrush
Marvelous Designer
Marvelous Designer
Maya
Maya
Softimage
Softimage
TopoGun
TopoGun
Substance 3D Painter
Substance 3D Painter
Substance 3D Sampler
Substance 3D Sampler
Unfold 3D
Unfold 3D
UVLayout
UVLayout
R3DS Wrap
R3DS Wrap
Fusion 360
Fusion 360
Marmoset Toolbag
Marmoset Toolbag
Keyshot
Keyshot
Unreal Engine
Unreal Engine
RealityScan
RealityScan

Productions

    • Video Game
      Mortal Kombat 1
    • Year
      2023
    • Role
      3D Character / Prop Artist
    • Company
      NXA Studios Argentina
    • Video Game
      Mortal Kombat 11 Ultimate
    • Year
      2020
    • Role
      3D Character Artist
    • Company
      NXA Studios Argentina
    • Video Game
      Mortal Kombat 11 Aftermath
    • Year
      2020
    • Role
      3D Character Artist
    • Company
      NXA Studios Argentina
    • Video Game
      Mortal Kombat 11
    • Year
      2019
    • Role
      3D Character Artist
    • Company
      NXA Studios Argentina
    • Video Game
      Axis Football 17
    • Year
      2017
    • Role
      3D Character Artist
    • Company
      Ironbelly Studios
    • Video Game
      Fractured Veil
    • Year
      2016
    • Role
      3D Artist
    • Company
      Ironbelly Studios

Experience

  • Sr. 3D Character Artist at Roarty Digital Inc.
    Vancouver (Remote position), CA
    August 2024 - Present

    • Working on an unannounced AAA project.

    • Working closely with team designers, concept artists, and art directors to create playable 3D Characters.

    • Sculpting, organic / hard surface modeling, UV, baking, texturing.

    • Knowledge of the character production pipeline.

    • Deep understanding of animations requirements for low poly models creation.

  • Principal 3D Character Artist at Nimble Giant Ent.
    Buenos Aires, AR
    August 2021 - March 2024

    Working on an unannounced project.

    • Working closely with team designers, concept artists, and art directors to create playable 3D Characters.

    • Sculpting, modeling, UV, baking, texturing.

    • Ownership and supervision of art assets through all pipeline stages.

    • Knowledge of the character production pipeline.

    • Deep understanding of animations requirements for low poly models creation.

    • Ability to directly manage, teach. and mentor other artists.

    • Knowledge in Photogrammetry and preparing 3D scanned models for character creation.

    • Experience making documentation for asset creation.

    https://nimblegiant.com/

  • 3D Character Artist at NXA Studios Argentina
    Buenos Aires, Argentina
    January 2018 - April 2021


    • Development of high/low polygon models, modeling and texturing skills to create real-time character related 3D assets, ready for rigging and animation.

    • Broad knowledge of Art production on AAA games (Zbrush, Maya, Photoshop, Substance Painter, UV Layout, Marvelous Designer).

    • Creation of high quality in-game assets for a PBR pipeline, with superb knowledge in normal map creation/baking process.

    • Abilities in hard surface and organic modeling.

    • Knowledge to transfer high poly models to low in game meshes adhering to specified budgets.

    • Close collaboration with the Art Director and Lead Artist to work within the visual style of the game.

    • Knowledge to maintain a balanced quality and efficiency of work to gain the best possible results within in the given time frame and technical constraints.

    • Professional and collaborative attitude to solve conflict resolution and problem-solving skills.

    • Excellent attention to design, detail, form and function.

    • Excellent communication skills and ability to work efficiently within a team, able to communicate willing to receive and give direction and critique, with an friendly personality to inspire and motivate a large team of creative talent.

    https://www.nxastudios.com/

  • 3D Character Artist at Ironbelly Studios
    Montreal, Canada
    September 2015 - September 2017

    • Experienced building detailed characters off of conceptual drawings or photographic reference.

    • Proven ability to create photo-realistic textures to specifications.

    • Ability to sculpt, model and texture map of organic models.

    • Understand mesh topology and edge loops as it translates to efficient modeling practices for in-game characters.

    • Communication and interpersonal skills and the ability to work collaboratively and succeed in a diverse work environment.

    • Knowledge of PBR (Physically Based Rendering) materials.

    • Technical modeling skills (clean mesh, uvs, and scene organization). Familiar with topological modeling limitations (high- and low-resolution).

    • Understanding of game character creation (retopology for ideal rigging deformation and to convincingly support normal maps).

    • Create texture maps

    • UV mapping.

    • Work with remote teams

    www.ironbellystudios.com

  • Photogrammetrist/3D Modeler Assistant - Freelance at Deartis Digitale
    Napoles, Italy
    February 2016 - July 2016

    "Deartis Digitale offers professional and innovative solutions in the world of 3D Color Printing and Digital Technology using Scanning Photogrammetric technics."

    • Technical modeling skills (clean photogrammetry scans, improving scan texture maps, UV Mapping, and scene organization).

    • Reconstruction and improvement of scans from photographic references.

    • Understand mesh topology, as it translates to efficient modeling practices for 3D print assets.

    • Communication and interpersonal skills and the ability to work collaboratively and succeed in a diverse work environment.

    • Freelance work with remote teams.

    http://www.deartisdigitale.it

  • 3D Modeler at Smartraining
    Mendoza, Argentina
    June 2014 - November 2015

    Below is a list of Responsibilities:

    • Technical modeling skills (clean mesh, uvs, and scene organization). Familiar with topological modeling limitations (high- and low-resolution).

    • Understanding of game character creation (retopology for ideal rigging deformation and to convincingly support normal maps).

    • Creating texture maps (diffuse, normal, specular, light maps, etc).

    • UV mapping.

    • Able to interpret 2D concepts, sketches and reference images to correctly when creating 3D models.

    • Communication and collaborative problem solving skills with programers.

    • Experience with Unity game engine, and Oculus technology.

    www.smartraining.cl