I’m an Environment & Technical Artist specializing in Unreal Engine and Virtual Production, with a strong focus on creating real-time, photorealistic environments, props, and materials. I’ve led asset optimization and integration workflows—from modeling and texturing to lighting, rendering, and Unreal Engine 5 implementation—ensuring both visual quality and performance targets are met. Across multiple projects, I’ve supported production by dressing sets, managing scene composition, and optimizing textures, lighting, and materials for real-time output. I enjoy translating art direction into production-ready assets using industry-standard tools such as Unreal Engine 5, 3ds Max, Blender, ZBrush, Substance Painter/Designer, and Marmoset Toolbag, working collaboratively with teams to deliver reliable virtual production pipelines.

Ricardo Cubides Martínez

I’m an Environment & Technical Artist specializing in Unreal Engine and Virtual Production, with a strong focus on creating real-time, photorealistic environments, props, and materials. I’ve led asset optimization and integration workflows—from modeling and texturing to lighting, rendering, and Unreal Engine 5 implementation—ensuring both visual quality and performance targets are met. Across multiple projects, I’ve supported production by dressing sets, managing scene composition, and optimizing textures, lighting, and materials for real-time output. I enjoy translating art direction into production-ready assets using industry-standard tools such as Unreal Engine 5, 3ds Max, Blender, ZBrush, Substance Painter/Designer, and Marmoset Toolbag, working collaboratively with teams to deliver reliable virtual production pipelines.

Available to hire

I’m an Environment & Technical Artist specializing in Unreal Engine and Virtual Production, with a strong focus on creating real-time, photorealistic environments, props, and materials. I’ve led asset optimization and integration workflows—from modeling and texturing to lighting, rendering, and Unreal Engine 5 implementation—ensuring both visual quality and performance targets are met.

Across multiple projects, I’ve supported production by dressing sets, managing scene composition, and optimizing textures, lighting, and materials for real-time output. I enjoy translating art direction into production-ready assets using industry-standard tools such as Unreal Engine 5, 3ds Max, Blender, ZBrush, Substance Painter/Designer, and Marmoset Toolbag, working collaboratively with teams to deliver reliable virtual production pipelines.

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Language

Spanish; Castilian
Fluent
English
Advanced

Work Experience

Environment & Technical Artist at Raised By Monsters
October 1, 2024 - April 1, 2026
Created and optimized real-time environments in Unreal Engine 5. Led set dressing and scene composition for real-time production (environment lookdev, placement, and final scene readiness). Optimized assets, materials, textures, and lighting to maintain realistic results while meeting real-time performance requirements.
Environment & Technical Artist at Raise by Monsters
October 1, 2024 - April 1, 2026
Created and optimized real-time environments in Unreal Engine 5 for the project “Disfruta Madrid (Telemadrid)”. Led set dressing and scene composition for real-time production, ensuring visual continuity and readiness for virtual production capture. Optimized assets, materials, textures, and lighting to maintain photoreal appearance while meeting real-time performance requirements.
Real-time Environment/Virtual Production Artist at Hi VIP
January 1, 2022 - November 1, 2024
Designed real-time environments for Virtual Production using Unreal Engine 5 and developed photorealistic virtual sets for studio production. Managed a 3D-to-Virtual Production pipeline from asset modeling and texturing to rendering and UE5 integration. Created production-ready assets using 3ds Max, Blender, and Substance Painter, collaborating with tools/workflows such as Brainstorm Infinity and Aximmetry.
Environment & Technical Artist at Hi VIP
January 1, 2022 - November 1, 2024
Designed real-time virtual production environments using Unreal Engine 5 and developed photorealistic virtual sets for studio production. Managed a 3D-to-Virtual Production pipeline from asset modeling and texturing to rendering and UE5 integration. Created production-ready assets using 3ds Max, Blender, and Substance 3D Painter, working with helpful node-based workflows in tools like Brainstorm Infinity and Axymmetry.
Environment & Technical Artist at HIVIP
January 1, 2022 - November 1, 2024
Designed real-time environments for virtual production using Unreal Engine 5, developing photorealistic virtual sets for studio production. Managed the 3D-to-virtual-production pipeline from asset modeling and texturing to rendering and UE5 integration. Produced production-ready assets using 3ds Max, Blender, and Substance 3D Painter, and worked with node-based/graph workflows in tools such as Brainstorm Infinity and Aximmetry.
3D Artist at Sapse, Inc.
April 1, 2021 - April 1, 2024
Created photorealistic 3D models and PBR textures for real-time and AR applications. Produced low/high-poly assets using Blender and 3ds Max. Built UV layouts and PBR texture maps with Substance Painter and Photoshop, and prepared GLB assets for AR applications.
3D Artist / PBR Texture Artist (Real-time & AR) at Saspe, Inc.
April 1, 2021 - April 1, 2024
Created photorealistic 3D models and PBR textures for real-time and AR applications. Produced low/high-poly assets using Blender and 3ds Max. Built UV layouts and PBR texture maps using Substance Painter and Photoshop, and prepared GLB assets for AR applications.
3D Artist (Real-time & AR assets) at Saspe, Inc.
April 1, 2021 - April 1, 2024
Created photorealistic 3D models and PBR textures for real-time and AR applications. Produced low/high-poly assets using Blender and 3ds Max. Built UV layouts and PBR texture maps using Substance 3D Painter and Photoshop, and prepared GLB assets for AR deployment.
3D Artist (Real-time & AR / PBR Texturing) at S&Pase, Inc.
April 1, 2021 - April 1, 2024
Created photoreal 3D models and PBR textures for real-time and AR applications. Produced low/high-poly assets using Blender and 3ds Max, prepared UVs and PBR texture maps using Substance 3D Painter and Photoshop, and packaged GLB assets for AR application workflows.
Environment & Technical Artist at Red Mountain Games (PlayStation Talents) / Trazos
April 1, 2018 - April 1, 2020
Created clean low- and high-poly assets using 3ds Max and ZBrush, and textured props with Substance Painter. Optimized environments through asset reuse, trim sheets, and tiling texture workflows. Built modular kits, performed world building and set dressing, and optimized assets for Unreal Engine 4, working with real-time constraints while baking lighting.
Environment & Technical Artist at Red Mountain Games / PlayStation Talents / Trazos
April 1, 2018 - April 1, 2020
Created clean low- and high-poly assets using 3ds Max and ZBrush and textured props with Substance 3D Painter. Optimized environments through asset re-use, trimming sheets, and tiling textures. Built modular kits, performed world building and set dressing, and optimized assets for Unreal Engine 4. Worked with real-time constraints and baked lighting while preserving performance requirements.
3D Artist / Hard Surface Environment & Prop Artist at Red Mountain Games (PlayStation Talents / Travos)
April 1, 2018 - April 1, 2020
Created clean low-poly and detailed high-poly assets using 3ds Max and ZBrush, and textured props using Substance 3D Painter. Optimized environments through asset reuse, trim sheets, and tiled texturing. Built modular kits, performed world-building and set dressing, and optimized assets for Unreal Engine 4 while working with real-time constraints and baked lighting.

Education

Bachelor in Visual Arts — Audiovisual Production at Pontificia Universidad Javeriana
January 11, 2030 - September 1, 2026
Bachelor in Mechanical Engineering at Universidad Militar Nueva Granada
January 11, 2030 - September 1, 2026
Bachelor in Visual Arts — Audiovisual Production at Pontificia Universidad Javieriana
January 11, 2030 - September 1, 2026
Bachelor in Mechatronic Engineering at Universidad Militar Nueva Granada
January 11, 2030 - September 1, 2026
Bachelor in Visual Arts (AudioVisual Production) at Pontificia Universidad Javeriana
January 11, 2030 - September 1, 2026
Bachelor in Mechatronic Engineering at Militär / Military University (Universidad Militar), Bogotá
January 11, 2030 - September 1, 2026
Bachelor in Visual Arts — Audiovisual Production at Pontificia Universidad Xaveriana
January 1, 2014 - January 1, 2018
Bachelor in Mechatronic Engineering at Nueva Granada Military University
January 1, 2010 - January 1, 2014

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education

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