I’m a 3D artist based in Warsaw, focused on creating high-quality character art with a strong production mindset. I combine disciplined execution with thoughtful compromise to elevate visual quality while meeting performance and pipeline constraints. I specialize in 3D character art, including modeling, UVs, PBR texturing, shading, and lighting, with experience implementing assets in game engines. I enjoy collaborative problem-solving in environments where artistic vision and practical constraints meet.

Jose María delgado Gomez

I’m a 3D artist based in Warsaw, focused on creating high-quality character art with a strong production mindset. I combine disciplined execution with thoughtful compromise to elevate visual quality while meeting performance and pipeline constraints. I specialize in 3D character art, including modeling, UVs, PBR texturing, shading, and lighting, with experience implementing assets in game engines. I enjoy collaborative problem-solving in environments where artistic vision and practical constraints meet.

Available to hire

I’m a 3D artist based in Warsaw, focused on creating high-quality character art with a strong production mindset. I combine disciplined execution with thoughtful compromise to elevate visual quality while meeting performance and pipeline constraints.

I specialize in 3D character art, including modeling, UVs, PBR texturing, shading, and lighting, with experience implementing assets in game engines. I enjoy collaborative problem-solving in environments where artistic vision and practical constraints meet.

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Work Experience

3D Artist (Creations/Assets for real-time exterior environment) at New Age Movie (not released)
July 1, 2023 - August 31, 2023
Worked in a 10-member team developing a real-time exterior environment for a metaverse project under NDA. Produced and optimized ~30 low-poly, mobile-ready props, handling modeling, UVs, and PBR texturing (Substance Painter) plus texture atlas optimization to meet strict polycount and performance constraints. Integrated and validated assets in Unity to ensure scale accuracy, visual consistency, and mobile performance. Collaborated daily with the Lead Artist and team via Discord/Trello and used GitHub for structured version control and non-destructive updates. Delivered assets ahead of schedule, supported teammates with work-load balancing, and helped with pipeline troubleshooting.
LookDev Artist (character-focused; offline rendering pipeline) at DGGS_4U, Granada (Spain)
January 1, 2022 - December 31, 2022
Responsible for hero character grooming and look development within an offline rendering pipeline. Developed and refined high-fidelity hair grooms using XGen, created detailed surface textures, and built physically accurate lighting setups in Arnold to enhance material definition. Ensured consistent shader response, realistic light interaction, and final render quality aligned with the project’s visual direction.

Education

Bachelor’s in Audiovisual Communication at Universidad de Granada
September 1, 2016 - June 30, 2020
Erasmus exchange (Multicultural Business Communication and Art Studies) at Radboud University
September 1, 2018 - June 30, 2019
Animation / 3D Character Art and Lighting (course) at Animum Creative Advanced School
January 1, 2020 - December 31, 2022

Qualifications

Artist mentoring / coaching (Creative Mentorship Program for professional and artistic coaching)
January 1, 2020 - August 7, 2026

Industry Experience

Media & Entertainment, Gaming, Software & Internet