Anderson Stib Rosas Diaz
I’m Anderson Stibrosa Diaz, a 3D artist focused on organic modeling and high-detail sculpting.
About
I’m Anderson Stibrosa Diaz, a 3D artist focused on organic modeling and high-detail sculpting. With 5+ years of experience, I create characters, creatures, anatomy-focused forms, rocks, terrains, and other natural assets for VFX, games, cinematics, advertising, and real-time projects. My workflow combines strong fundamentals in form, proportions, silhouette, surface detail, and high-poly sculpting with production-ready skills like retopology, UVs, and PBR texturing.
I also work end-to-end across look development, grooming, and compositing. I’ve built Houdini grooming systems and real-time haircards for hair, fur, and beards, created smoke and fire FX, and handled CGI compositing, color grading, and conforming using Nuke and DaVinci Resolve. Alongside traditional asset production, I support teams with real-time and lighting/render pipelines using Arnold, Unreal Engine, and Karma, and I’ve contributed to immersive experiences and brand activations for VR/AR and streaming content.
- 5 years' experience
- Joined September 2026
Skills· 15
Languages
- Spanish; CastilianFluent
- EnglishIntermediate
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
- Education
Work experience· 4 roles
Sculpting and modeling creatures and characters, plus environments, terrains, and props. Producing preliminary versions for iterative design and preparing models for 3D printing by cutting/optimizing pieces and generating STL files. Delivering final presentation renders for digital products (e.g., wargames/RPG assets).
Created characters, creatures, props, and digital assets for games, cinematics, VR/AR, and digital projects. Developed UVs, retopology, PBR textures, and production-ready assets. Built Houdini grooming systems and game-ready haircards for hair, fur, and beards, and created smoke and fire FX in Houdini. Performed CGI compositing, color grading, and editing/conforming with Nuke and DaVinci Resolve, and contributed to look development, lighting, and rendering using Arnold, Unreal Engine, and Karma. Worked on face modeling and blend shapes, and supported real-time/virtual production workflows and advertising/digital experiences.
3D art work supporting production across modeling/asset creation, grooming/haircards workflows, and rendering/look-development. Worked with real-time and offline pipelines using Unreal Engine and Arnold/Karma, and supported compositing/render pass delivery for VFX workflows.
Education· 5
Hire Anderson Stib Rosas Diaz today
Post a job and invite Anderson, or contact them directly. No hidden commission.







