I’m Pablo del Amo, a 3D Artist specialized in hard-surface modeling with a strong focus on production-ready assets and real-time pipelines. With over 5 years of experience working both independently and in international teams, I’ve developed a workflow that goes beyond asset creation.
My background with CAD-based meshes and complex geometry helps me fix problematic assets, improve topology, and ensure consistency across asset packs. I cover the full production pipeline—from retopology and UV optimization to high-to-low poly baking and PBR textures—using Blender, 3ds Max, Maya, Fusion 360, ZBrush, Substance Painter, Photoshop, Illustrator, Marmoset, and Unreal Engine. I’m precise, organized, and comfortable working remotely with clear communication and autonomy, always aiming to deliver production-ready results on time while balancing technical rigor with creative problem-solving.
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