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.

Pablo del Amo

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.

Available to hire

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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Experience Level

Expert
Expert
Expert
Expert
Expert

Language

Spanish; Castilian
Fluent
Catalan; Valencian
Fluent
English
Fluent

Work Experience

Freelance 3D Artist at Independent / Remote
December 1, 2023 - Present
Created high-detail weapons & apparel assets for indie studios (Unity/UE workflows). Delivered 3D garment visualizations for e-commerce (Marvelous Designer + Blender). Managed client communication, milestones, and QA; focus on time deliveries.
Weapon 3D Artist at Scattershot
April 1, 2022 - November 1, 2023
Modeled 30+ hero-tier sci-fi firearms, with optimized low-poly & PBR textures. Coordinated with animators & tech-art to guarantee rig-friendly geometry.
Character & Prop Artist at CryptoSengoku
April 1, 2021 - June 1, 2021
Sculpted stylized characters & environment props for blockchain-based project.
Freelance 3D Artist at Madrid
December 1, 2020 - May 1, 2021
Provided weapon models, environment and hero props. Hard surface and organic.
3D Character Artist at Pentadimensional Games
January 1, 2020 - December 1, 2020
Produced next-gen character models (UE4) including retopology, skinning & textures.
3D Set & Props Artist at Skydance Animation
April 1, 2018 - June 1, 2018
Built environment hero props for an animated feature, collaborated with surfacing team.

Education

Advanced Master: Organic Modeling with ZBrush at Lightbox Academy
September 20, 2018 - May 20, 2019
Advanced Master: Weapons & Vehicles for AAA Games at Voxel School
October 20, 2021 - March 20, 2022
Degree: 3D Animation, Games & Interactive Environments at U-TAD
September 20, 2016 - June 20, 2018

Qualifications

Advanced Master: Organic Modeling with ZBrush
September 20, 2018 - May 20, 2019
Advanced Master: Weapons & Vehicles for AAA Games
October 20, 2021 - March 20, 2022

Industry Experience

Gaming, Media & Entertainment, Software & Internet