I’m a character artist with 5 years of professional experience creating expressive, animation-ready characters for internationally distributed animated productions and interactive experiences. I specialize in character modeling, digital sculpting, retopology, UV layout, texturing, and production pipelines—always aiming for clean topology, efficient workflows, and results that are rig-friendly and ready for animation. Lately, I’ve been expanding my expertise in real-time technologies and technical art for Unreal Engine, while continuing to deliver production-ready assets that meet quality and technical standards. I’ve also contributed to building large libraries of Substance 3D-ready assets and developed realistic VR characters for Unity-based applications, combining artistic craft with strong optimization and practical implementation.

Carlos Julio Ortiz Toro

I’m a character artist with 5 years of professional experience creating expressive, animation-ready characters for internationally distributed animated productions and interactive experiences. I specialize in character modeling, digital sculpting, retopology, UV layout, texturing, and production pipelines—always aiming for clean topology, efficient workflows, and results that are rig-friendly and ready for animation. Lately, I’ve been expanding my expertise in real-time technologies and technical art for Unreal Engine, while continuing to deliver production-ready assets that meet quality and technical standards. I’ve also contributed to building large libraries of Substance 3D-ready assets and developed realistic VR characters for Unity-based applications, combining artistic craft with strong optimization and practical implementation.

Available to hire

I’m a character artist with 5 years of professional experience creating expressive, animation-ready characters for internationally distributed animated productions and interactive experiences. I specialize in character modeling, digital sculpting, retopology, UV layout, texturing, and production pipelines—always aiming for clean topology, efficient workflows, and results that are rig-friendly and ready for animation.

Lately, I’ve been expanding my expertise in real-time technologies and technical art for Unreal Engine, while continuing to deliver production-ready assets that meet quality and technical standards. I’ve also contributed to building large libraries of Substance 3D-ready assets and developed realistic VR characters for Unity-based applications, combining artistic craft with strong optimization and practical implementation.

See more

Language

Spanish; Castilian
Fluent
English
Advanced

Work Experience

Character Artist | Virtual Reality (VR) at Innotech VR3D
November 1, 2024 - September 1, 2025
Created 30 realistic VR characters for VR applications, including modeling, texturing, animation support, and optimization for Unity.
3d Artist at Innovatech VR
November 1, 2024 - Present
Working as a character artist since November 2024.
Prop Artist at Roarty Digital Inc
July 1, 2024 - August 22, 2025
Worked as a prop artist from July 2022 to July 2024.
3d Artist at Mamoncillo Studio
May 1, 2024 - August 22, 2025
Worked as 3d artist for Polly Pocket Adventure Studios season 2-3, and Matchbox Adventure Worlds season 04 from September 2022 to May 2024.
Pro Artist at Roarty Digital Inc
July 1, 2022 - July 1, 2024
Created and published 122 production-ready assets for the Adobe Substance 3D Assets Library, following Adobe’s quality and technical standards.
Character Artist at Red Lab
May 1, 2022 - August 22, 2025
Worked from February 2022 to May 2022.
3d Artist at Golem Studio
January 1, 2022 - August 22, 2025
Worked from November 2021 to January 2022.
3d Artist at Darkstar Games
June 1, 2021 - August 22, 2025
Worked from June 2020 to June 2021.
3D Artist at Mamonciló Studios
October 1, 2020 - November 1, 2021
Created stylized production-ready character assets for Polly Pocket Studio Adventures (Seasons 2–3) and Matchbox Adventure World (Season 2). Modeled and textured 5 characters, 5 outfits, 5 props, 1 environment, and 4 vehicles, producing clean topology suitable for rigging and animation and collaborating closely with modeling, rigging, and animation teams.

Education

Master Online at Animum School
October 1, 2020 - November 1, 2021
Course at SENA
January 11, 2030 - August 22, 2025
Master's in 3D Character Modeling for Films and Games at Advanced School of Creativity
January 1, 2020 - November 1, 2021

Qualifications

Software proficiency (May include: ZBrush, Substance Painter, Photoshop, Blender, Marvelous Designer, Marmoset Toolbag, Unreal Engine)
January 1, 2020 - August 31, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education