Sci-fi corridor environment — emissive strip lighting along a bulkhead interior

Available for Work

Ramon Mendez

Photoreal Assets, Engineered for Real Time

3D Generalist & Technical Artist. Full asset pipeline — modeling, retopology, UVs, PBR texturing, lighting — with the engineering background to automate it.

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  • Lab Architecture
  • Industrial Environment
  • Training Facility
  • Material Science Lab
  • Laboratory Equipment
  • Material Testing
  • High-Quality Prop
  • Machinery Prop
  • Portfolio Asset

Pipeline ownership, from raw geometry to what ships in engine

01 / Sci-Fi Creature · Blender to Unreal Engine 5

Final frame: Aracnet, hatched and ready

Final frame: Aracnet, hatched and ready

64

deform bones driving eight legs, seven animation clips

Aracnet

A robotic spider enemy for Unreal Engine 5, taken from blockout to a hatching cinematic: high poly, game mid-poly with UVs and bakes, PBR textures, a 64-bone rig and seven animations.

BlenderSubstance PainterUnreal Engine 5RiggingAnimation

02 / Real-Time Environment · Unreal Engine 5

Final frame: the nave in Unreal Engine 5, Lumen lighting

Final frame: the nave in Unreal Engine 5, Lumen lighting

12

props textured in Substance Painter for one modular nave

Sci-Fi Cathedral

A gothic nave rebuilt as a machine shrine. I blocked it out and built the modular kit and props in Blender, textured them in Substance Painter, and lit the scene in Unreal Engine 5 with Lumen, Nanite displacement and volumetric dust.

Unreal Engine 5BlenderSubstance PainterLumenNanite

03 / MetaHuman Pipeline & Web Integration

Final MetaHuman render — the only frame cleared for publication

Final MetaHuman render — the only frame cleared for publication

3

MetaHumans, pipeline built from scratch

Global Primex Ecosystem

No off-the-shelf path connected Unreal's MetaHuman framework to the rest of the production, so I built one. ZBrush for sculpt passes, Maya and Blender for cleanup and assets, Cascadeur for animation, Substance Painter for texturing, back into Unreal — then out to an Angular + NestJS ecosystem carrying the same brand across 3D and web.

Unreal EngineMayaBlenderCascadeurSubstance PainterZBrushAngularNestJS

04 / Architectural Retopology & Optimization

Final render — 29 modular assets in engine

Final render — 29 modular assets in engine

10,000 → 29

objects rebuilt as modular assets

High-Fidelity Retopology

The building arrived as raw architectural-design geometry: thousands of loose objects, unusable in real time. I rebuilt it as 29 modular pieces — clean topology, hand-laid UVs, new material set and mapping — running in Unreal Engine 5 and web 3D.

BlenderSubstance PainterUnreal Engine 5

05 / Mechanical Design & 3D Visualization

Presentation render of the simulator rig

Presentation render of the simulator rig

100%

modular, fully disassemblable

Port Crane Simulator

A full-scale RTG crane simulator that ships flat. I designed and modeled the rig itself: square-tube structure, entirely modular and disassemblable for transport and on-site rebuild. SolidWorks for the structural work, Blender and Substance for the presentation renders.

SolidWorksBlenderSubstance Painter

06 / Stylized Prop · Blender Cycles

Studio frame: marble blade, gold guard and lacquered grip

Studio frame: marble blade, gold guard and lacquered grip

38 cm

real-world scale, every material procedural

Jhin's Daggers (Fan Art)

Fan art: my take on Jhin's daggers from League of Legends, before his rifles. Two ceremonial daggers in marble, gold and purple lacquer, staged on theatre steps with velvet, petals and a kintsugi porcelain mask, rendered in Cycles.

BlenderCyclesProcedural materialsFan art

07 / Realistic Prop · Blender Cycles

Final frame: window light and drifting dust

Final frame: window light and drifting dust

3

materials carry the story: wool, leather and brass

Officer's Cap

A military officer's cap built as a realistic prop: worn wool, cracked leather peak and a brass crest, lit by a single window with dust drifting through the light. Rendered in Cycles.

BlenderCyclesPBR texturingLighting

08 / Motion Design · Blender Cycles

Loop 1: glass shards between red and white light

Loop 1: glass shards between red and white light

2

seamless loops, rendered in Cycles

Abstract Motion Loops

Two abstract loops built for motion practice: a tunnel of glass shards between red and white light, and a ribbon of light crossing a field of golden particles. Lighting, materials and camera timing, all in Blender.

BlenderCyclesMotion designLighting

09 / Stylized Character · Rig & Animation

Virsi waving: stepped cel shading with colored shadows

Virsi waving: stepped cel shading with colored shadows

36

bones, nine of them for the face, and four animation clips

Virsi

Virsi is a small service robot with a lot of personality. I gave it a saturated cel-shaded look with ink outlines, rigged it with bending bellows joints and an expressive screen face, and animated an idle, a walk cycle, a wave and a talk.

BlenderRiggingAnimationCel shadingEEVEE

10 / Botanical Realism · Blender Cycles

The flower spike: three open flowers and two buds

The flower spike: three open flowers and two buds

0.4 mm

petal thickness, translucent and veined like the real flower

Phalaenopsis Orchid

A Phalaenopsis orchid built from a single petal study: sepals, petals, lip and column modeled to scale, translucent shading with radiating purple veins, and a bud that opens into full bloom.

BlenderCyclesProcedural shadingAnimation
Real-time viewer preview — the scene the interactive asset sits in

Inspect an asset in real time

A production asset running in the browser: swap between PBR, base color, AO, metal/roughness and wireframe, and drive the lighting yourself.

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