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.…

Anderson Stib Rosas Diaz

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.…

Available to hire

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.

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Language

Spanish; Castilian
Fluent
English
Intermediate

Work Experience

3D Modeler & Sculptor at Davale Games (Freelance)
July 1, 2026 - Present
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).
3D Generalist at Miacom S.A.S
July 1, 2025 - May 1, 2026
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 Artist (Mid, Full-time - Remote) at Apollo Entertainment
April 1, 2021 - October 1, 2024
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.
3 Star Production (Post-Production Freelancer) at 3 Star Production (Freelance)
June 1, 2019 - March 1, 2020
Performed editing and conforming for audiovisual productions, including color correction and color grading. Completed clean plate and compositing work, and contributed motion graphics and particle effects. Supported feature film, documentary, and web-series productions.

Education

International certificate in VFX at Vancouver Animation School
February 1, 2019 - November 1, 2019
Animation and audio visual post-production program at Fundación Universidad del Área Andina
February 1, 2017 - November 1, 2019
Master in 3D realistic creature creation at LIBEL Academy
May 1, 2020 - July 1, 2020
VFX and compositing course in Maya and Nuke at Crehana
April 1, 2020 - April 1, 2020
Hair for VFX and cinematics workshop at LIBEL Academy
January 1, 2021 - February 1, 2021

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education