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My name is Robert and I am from Spain. I love to immerse myself on 3D artworks where I have to figure out the shading and lighting required to make every render tell a story and captivate the eye of the spectator. For me, VFX is a synonym for crafting fantasy, visually accompanied by an argument, story or emotion on which all these elements blend on each other and deliver an experience that only fiction could achieve. I could work in Spain as a Junior 3D Artist, where I grasped most of the aspects of 3D, involving modeling, texturing and lighting. However, lighting and look development were the most enjoyable and fruitful departments I could experience, and I would love to keep learning on these subjects.
Specialisms:
Lighting, texturing, look development
SHOWREEL
GET TO KNOW ROBERTO
What was your inspiration for pursuing a career in VFX?
I have been related to cinema since I was a child. My grandfather worked in a big cinema back in the day and I was able to watch every movie I wanted, although the popcorn was my best company :). I could immerse myself into the exciting effects exposed on the big screen and I fell in love with that magic. Whenever I think of VFX, the emotions of intrigue, adventure and magic come to life, mixed with a salty and butterly flavour of course.
What hobbies do you have?
I like to watch films, but I often fall on the trap of guessing how their visual effects are made. I like walking, sports and travelling. Whenever I don't have any important duties to do, I love to enjoy video games.
How would your peers describe you in 3 words?
Determined, versatile and hard-working
Do you have any industry experience? If so, please give a concise explanation of the experience.
I worked as a 3D Artist when I was in Spain for 2 years, where I could learn and improve my modelling, shading and lighting skills. I needed to be quick with 3D modelling and think fast as we worked over tight deadlines, and problem solving was utterly necessary to be developed.
How would you describe your contribution to your group project?
In the projects 'Exterminate' and 'Sea of Madness', I have been responsible for the textures and look-development. My role was to be a generalist, helping in every 3d area but also being in charge of crafting several textures for the main assets.
What lessons did you learn from undertaking your project that you'll take with you into your career?
The most important lessons I have learned and also enjoyed have been team working and project management. We, as a team, have been really close with each other, both for working and improving together, but also emotional support, empathy and understanding. I have learned that even if your team is top tier in its respective areas, if they lack communication and empathy, it is highly likely that several aspects of the workflow fail and the quality could be affected. The support and profesional bonds between teammates are crucial in order to be succesful and enjoy your profession.
What would your ideal first role in the industry be?
As I worked in Spain for two years, I have some experience in VFX, but if I could choose my ideal role, it would be Lighting/Look-Dev Artist. Crafting the visual appearance of 3D elements makes me keep learning and, at the same time, enjoy what I do. In fact, following this mentality has lead me to improve and keep growing as a 3D Artist
What's an achievement from the past 3 years that you're proud of?
Last year I was very focused on develop a 3D model in terms of modeling, shading and lighting. As I have been always keen to video consoles, my favourite machine was a green GameBoy Color I wish I could have stored and maintained as I shared a strong bond with it.
At the beggining I was both, overwhelmed for the precise retopology skill required but also highly excited as I knew I was going to be happy with the result, and the result was very rewarding. I started creating the simple blockout of the main bodywork of the console, leaving little detail as speakers holes and volume cavities for the latter.
The topology was one of my main concerns as I also wanted to make the uv's to texture it and making the lighting for a turntable. I highly like the modeling process the same as every 3d aspect of the industry, but deep on my mind I was dreaming of starting the shading and look-dev process, which is the part I most love of the workflow.
When I was comfortable with the modeling I created the Uvs, having in mind which parts of the gameboy I wanted to have more resolution, which were the front and the back. I made the screen, buttons and labels on a smaller scale as they were not going to properly exploit the space.
And the last step was to create the shaders and the turntable. I was very mindful on making it look slightly dirty and used on the areas were your fingers and hands most grasp and also make a short animation on the screen to create the illusion of being turned on. That would be more apealing than only showing the console with just shading
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