I’m Eric Garcia, a technical 3D artist with more than 25 years of experience delivering visually appealing images and animations to sell ideas for clients. I thrive on challenging projects that require solving complex technical concepts and translating them into compelling visuals. I work well as an independent freelancer or integrated into a team, always ensuring deadlines are met.
I’ve collaborated with Nike, FletcherBoats, Amgen, eDreams, Font Vella, Newtek, Dropsafe and Savaria, and built long-term relationships through Upwork where I hold a Top Rated Plus profile with 140+ projects and 1000+ hours. I also run distributed render management, install and manage render farms and NAS storage across Windows, Mac OS, and Linux, and offer remote consulting to optimize rendering projects in cloud or local render farms. My hardware setup supports a wide range of 3D animation projects and I incorporate VR/stereoscopic previews to help clients visualize ideas.
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I have used all my experience and skills in photorealistic rendering to the maximum expression with this image pushing the limits of what I’m capable of producing having the commitment to create something very close to be distinguishable from a real photo.
I was really surprised also for the level of shading realism that can be achieved with FStorm render engine.
This was a short project to showcase what we can do and how much time it takes to create photorealistic renders of his exclusive pivotal and hinged doors. It’s remarkable how Filter Forged helped us to re-create their unique liquid metal designs. No AI was used in any of the texturing process.
This project consisted in the creation of the catalogue for entire Dropsafe’s product range
This was one of the most challenging projects I had to work on for my entire career and ended up in a steady work relationship were I became the provider of all the 3D imagery of prototypes and new products that Dropsafe needed for their advertising material from 2014 to 2017.
Project was started by an Australian advertising agency but due to the technical complexity of the revisions requested made by engineers it was later transferred to me.
This was a very challenging personal project that I’m particularly very proud off because I learnt to create very detailed fabric materials with Substance Painter and I started to discern where the highest detail needed can be achieved with relief, bump and normal texturing or old style high density sculpting/polygonal modeling.
This was a conceptual logo I was asked to create in 3D for an electric appliances trade show.
I remember this project because I was given a certain amount of creative freedom but I also got a huge amount of revisions and corrections until getting the results that the client wanted.
Also it was remarkable how complex the structure of objects covering the letter O was becoming as time went by and revisions were increasing so much so that I had to replace my 4Gb GPU’s to 8Gb GPU’s in the middle of the project and the total amount of polygons reached 26 millions.
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