3D Junior Character Artist dedicated to creating high-fidelity, performance-optimized characters for real-time engines. With a specialized Master’s in Sculpting from Universal Arts School and a foundation in Animation and VFX, I possess a deep understanding of the technical constraints and creative demands of modern game development. I excel at transforming complex anatomical concepts into game-ready assets , having battle-tested my workflow during the 2025 Valencia Game Jam - ADEVI. My unique background combines artistic mastery in ZBrush and Maya with programming fundamentals, allowing for seamless collaboration with technical directors and developers to ensure assets are as functional as they are visually stunning.

Cesar Alexis Vazquez Cardozo

3D Junior Character Artist dedicated to creating high-fidelity, performance-optimized characters for real-time engines. With a specialized Master’s in Sculpting from Universal Arts School and a foundation in Animation and VFX, I possess a deep understanding of the technical constraints and creative demands of modern game development. I excel at transforming complex anatomical concepts into game-ready assets , having battle-tested my workflow during the 2025 Valencia Game Jam - ADEVI. My unique background combines artistic mastery in ZBrush and Maya with programming fundamentals, allowing for seamless collaboration with technical directors and developers to ensure assets are as functional as they are visually stunning.

Available to hire

3D Junior Character Artist dedicated to creating high-fidelity, performance-optimized characters for real-time engines. With a specialized Master’s in Sculpting from Universal Arts School and a foundation in Animation and VFX, I possess a deep understanding of the technical constraints and creative demands of modern game development.
I excel at transforming complex anatomical concepts into game-ready assets , having battle-tested my workflow during the 2025 Valencia Game Jam - ADEVI. My unique background combines artistic mastery in ZBrush and Maya with programming fundamentals, allowing for seamless collaboration with technical directors and developers to ensure assets are as functional as they are visually stunning.

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Language

Spanish; Castilian
Fluent
English
Advanced

Work Experience

3D Junior Character Artist at Freelance
October 1, 2023 - Present
Worked on various projects to create 3D models and animations, focusing on character design and development. Collaborated with game designers and artists to deliver high-quality, engaging characters while managing time efficiently.

Education

Master Sculpting Extreme at UNIVERSAL ARTS SCHOOL
January 1, 2025 - December 31, 2025
Bachelor's Degree in Animation and Visual/Special Effects at UNIVERSIDAD DE MONTERREY
January 1, 2020 - September 30, 2023

Qualifications

Zbrush for vConcept and Iteration Diploma
January 3, 2023 - March 13, 2023
A 6-week intensive course on using Zbrush and integrating it as a powerful modeling tool; students will learn the skills needed to create hard-surface and organic models and problem solve for multiple areas of 3D asset creation
Summer abroad U-Tad
June 10, 2018 - July 21, 2018
An in depth intensive course of Autodesk Maya, reviewing topics such as particle generators, complex rigging and hair grooming.
2025 Valencia Game Jam – ADEVI
February 7, 2025 - February 9, 2025
Valencia Global Game Jam, as part of the Masters degree, we had to put our knowledge to the test and develop a videogame in 48 hours

Industry Experience

Education, Gaming, Media & Entertainment
    uniE608 Steelix
    Because of the 30th anniversary of Pokémon and celebrating the Pókemon Day, I decided to work on this quick 3D model of my favorite Pokémon, Steelix (shiny). This one was really fun to work with because of the hard surfaces on the rocks and because I tried a new approach when it came to texturing, instead of doing a super realistic texture. The High poli model was made in Zbrush. Retopology, UV's, Rigging and posing was made in Autodesk Maya. Baking and texturing was made in Substance 3D Painter. Lightning and renders were made in Marmoset Toolbag 3DCharacterArtist Zbrush 3DArt 3DModel 3DSculpt Monster Pokemon Maya SubstancePainter
    uniE608 Nemesis
    A fan art piece of the Nemesis-T type. This piece was based on the classic design from the original game. I've always been a fan of this character, but to be honest, I prefer by far the classic style over the remake one. For this model, I took as a reference his appearences from the Original Resident Evil 2, Ultimate Marvel Vs Capcom 3, Marvel Vs Capcom Infinite and Dead by Daylight. The sculpting was made in Zbrush. Retopology, UV mapping and Rigging was made in Autodesk Maya. Baking and Texturing was done in Substance 3D Painter. Lightning and Rendering was donde in Marmoset Toolbag Zbrush 3DArt Monster Textures UVmapping Rigging Sculpting 3DSculpt
    uniE608 Kabuterimon
    For this proyect, I chose to model Kabuterimon, one of the main partners of the main cast of the first Digimon series. This was a proyect that I left unfinished and decided to re-take it and update it a little bit, it was one of the first proyects I uploaded here actually. For this proyect I decided to go for a more accurate model based on the anime design more than an organic one. The whole modeling and updating of the sculpt process, the platform and fibers were done in Zbrush. Rigging, UV's and retopology were done in Maya. The baking and texturing process were done in Substance Painter. And finally all the camera work, lightning and renders were done in Marmoset Toolbag.
    uniE608 Magnamalo
    With the previous launch of the game Monster Hunter Wilds, for this year's proyect I worked on two models based on the franchise, and for this second model, I worked on one of my favorite Monsters, Magnamalo. The sculpting was made in Zbrush. Rigging, UV's and retopology was made in Maya. Texturing was made in Substance Painter. Renders and lightning was made in Marmoset Toolbag. 3Dmodel 3DSculpt Monster Zbrush Maya rigging textures 3DArt