Project for Anthony Vaccaro's CGMA course Organic world building.
This started as a personal challenge, later I kept working on it in Clinton Crumpler classes. The scene is based on a comic short story I read long time ago called "Adiós, soldado" (Goodbye, soldier) by Ricardo Barreiro and the art of Juan Gimenez . I always wanted to make a short movie based on it, but I would need too many reincarnations to do it by myself. So I decided to create this piece. If you want to check the comic I translated it into english (or something like that).

Comic (english)

Comic original (spanish)
Sniper turret asset for my UE4 project. 3D Max, Substance Painter, Photoshop, Quixel Suite.
Prop for a UE4 project. 3D Max, Substance Painter.
Prop for a UE4 project. 3D Max, Quixel Suite.
Prop for a UE4 project. 3D Max, Zbrush, Substance Painter.
Prop for a UE4 project. 3D Max, Zbrush, Substance Painter.
Prop for a UE4 project. 3D Max, Zbrush, Substance Painter.
First image of my Roboti-K series. Hard surface sculpting practice in Zbrush. Suit in Marvelous. Rendered with Keyshot.
Low poly handgun model. 3D max for modeling, Quixel Suite for textures and render.
Speeder scene. I used Marvelous Designer for the suit and Zbrush. Vray for render and compo with Photoshop.
Recovering old unfinished works. High poly modeling in max. Rendered in Keyshot.
Pontiac The Judge 4x4 Mad Max Style. 
My entry for the Car Render Challenge 2016. You can see WIP forum topic.
I used 3d max and vray. Baking in Substance Painter. Texturing Quixel Suit and Substance Painter. Fabrics with Marvelous. Terrain made with World machine. Photoshop for compo.
I got the Special prize for the best work done using Quixel Suit.
Low poly props created for my new project in progress. 3D Max and Zbrush for modeling, Substance Painter for baking and Quixel Suite for texturing.
This is my entry for the Car Render Challenge 2015 . No specific textures for each model, just tileable textures and procedural materials. Software: 3ds Max and Photoshop.

Original design by ALEJANDRO BURDISIO
Game model.
Hard Surface modeling in Max, sculpting fabrics in Zbrush, retopology in Topogun.
Baking process: Xnormal and Max.
Texturing: Photoshop, Quixel dDo and nDo2.
Polycount: 40.000 tris.
Textures (Diffuse, Specular, Normal) 4096 x 2048 píxels.
All renders from Marmoset Toolbag.
Original design by CHRIS BINNETT
Learning Cryengine 3 Sandbox. Using 2 very simple textures created in Photoshop and Ndo2. The goal was to learn about the material editor and how to create different types of materials like glass and other reflecting surfaces.
Props sets sketches.
Concept art just for fun. Looking for something quick and nice to model. Vray and max for basic render, Photoshop manipulation and effects.


Low poly character project. Zbrush and 3D Max. 11600 polys total.


Based on War III, comic created by argentine comic writer Ricardo Barreiro and artwork by Juan Giménez.
You can find the making of about this scene published in Render Out magazine #13.


Suit b ased on this concept by unknown author. Helmet concept by Jonathan Lin. 3D Max, Zbrush for details, textured and compo in PS. Render with Mental Ray.
Published in 3D World magazine issue #130 and Render Out magazine #14

Work made for the CG Node contest. "Post Apocalypse". Base mesh and environment in Max, Zbrush for details and PS for texturing and compo. Render with Mental ray.
You can find the making of about this scene in the tutorials section.
2nd Place Award

Base model in max, sculpting in ZBrush and PS for texturing. Rendered with Mental ray.
Published in Render Out magazine #9


Zbrush environment and assets concept art..


Hard surface modeling in Max 2010. From Kow Yokoyama´s designs this is the Super Armored Fighting Suit.
Rendered with Mental ray.


Zbrush and max model.

El Eternauta is a science fiction comic created by argentine comic strip writer Héctor Germán Oesterheld with artwork by Francisco Solano López. It was first published in 1957.
This is my 3D version of Juan Salvo, the main character..
Eternauta´s modern version.
The render shows a lightning render test trying to get some cloudy and wet atmosphere. The environment props are just for reference. I´m still working on this scene.


Zbrush and 3D Max character. Work in Progress