Characters

HOTEL DE
MASCOTAS
(PASSWORD)

Don't stop
motion

Avidia
Bank

Banco de
Chile 2022

Starwars
Visions

Starwars
Visions

personal
project

Banco de
Chile 2023

Red Salud

Claro

personal
project

Del fuerte

IN-HOUSE
PROJECT

personal
project

Banco de
Chile 2021

Assets/ Environments

Personal
Project

Google Toys
for Tots

Lysoform
Family Guard

Banco de
Chile 2023

About me

Hi, I’m María-Paz Cantillana, Senior 3D Character Modeling Artist dedicated to transforming complex cartoon concepts into production-ready assets.My work bridges the gap between artistic vision and technical execution. I specialize in clean, optimized topology and high-quality character creation, ensuring every model is fully prepared for the rig and animation pipeline.With a strong focus on technical precision and craftsmanship, I consistently push the boundaries of quality to deliver industry-standard assets that elevate the entire production workflow.

Hola, soy María-Paz Cantillana, artista Senior de Modelado 3D de Personajes, dedicada a transformar complejos conceptos de dibujos animados en assets listos para producción. Mi trabajo conecta la visión artística con la ejecución técnica. Me especializo en topología limpia y optimizada y en la creación de personajes de alta calidad, asegurando que cada modelo esté completamente preparado para el pipeline de rigging y animación. Con un fuerte enfoque en la precisión técnica y el oficio, empujo constantemente los límites de la calidad para entregar assets de estándar industrial que elevan todo el flujo de producción.

Hi, I'm María-Paz Cantillana, Senior 3D Character Modeling Artist dedicated to transforming complex cartoon concepts into production-ready assets. My work bridges the gap between artistic vision and technical execution. I specialize in clean, optimized topology and high-quality character creation, ensuring every model is fully prepared for the rig and animation pipeline. With a strong focus on technical precision and craftsmanship, I consistently push the boundaries of quality to deliver industry-standard assets that elevate the entire production workflow.


Complementary Skills

• Grooming & Hair Creation (Grooming pipelines using Yeti and stylized hair geometry)• Texturing & Look Development (Stylized PBR workflows)• 2D Art & Character Concepting (Foundation in 2D drawing, digital painting, and character design)• Basic Animation & Posing (Primarily for model presentation, weight testing, and look dev)• Blendshapes & Facial Expression Setup• Advanced Asset Optimization (Meticulous, clean topology and organized UV mapping tailored for production)


Primary Software

Zbrush

Adobe Photoshop

Adobe Substance 3D Painter

Autodesk Maya

Complementary Tools

Yeti

Marvelous Design

Redshift

Arnold

Advanced Skeleton

Contact

[email protected]

+569 94202780

Banco de Chile 2023

Role: Sculpting and Modeling | Software: ZBrush and Maya | Production Time: 1 Day (Basemesh Workflow) | Year: 2024

Claro

Role: Sculpting and Modeling (Topology and UVs) | Software: Zbrush and Maya | Year: 2025

Luigi Calabaza

Role: Sculpting and Modeling | Software: Zbrush and Maya | Personal Project | Year: 2022

Concept art: Max Grecke | Lookdev: Sebastián Espinoza

Banco de Chile 2022

Role: Sculpting and Modeling | Software: Zbrush and Maya | Production Time: 3 Days (Basemesh Workflow) | Year: 2022

Red Salud

Role: Sculpting and Modeling (Topology, UVs) | Software: Zbrush and Maya | Year: 2025

Avidia bank

Role: Sculpting and Modeling | Software: ZBrush and Maya | Production Time: 3 Days (Basemesh Workflow) | Year: 2024

Girl Sculpt

Role: Sculpting | Software: Zbrush | Personal Project | Year: 2020

Robot

Role: Sculpting and Modeling (Topology, UVs) | Software: Zbrush and Maya | In-house project | Year: 2024

Snowtrooper - Star wars Visions 2

Role: Sculpting and Modeling (Topology, UVs) | Software: ZBrush and Maya | Client: Lucasfilm + Punkrobot | Year: 2024

Lookdev Turnaround (by Punkrobot Studio)

Factory Worker - Star wars visions 2

Role: Sculpting and Modeling (Topology, UVs) | Software: ZBrush and Maya | Client: Lucasfilm + Punkrobot | Year: 2024

don't stop motion

Role: Sculpting, Modeling (Topology, UVs) and Textures | Software: ZBrush, Maya and Adobe Substance 3D Painter | Year: 2025



Bust

Role: Sculpting, Modeling (Topology, UVs) and Textures | Software: ZBrush and Maya | Personal Project | Year: 2020

Concept: Ruby Poon

Banco de Chile 2021

Role: Sculpting and Modeling | Software: ZBrush and Maya | Production Time: 5 Days (Basemesh Workflow) | Year: 2021

Del Fuerte

Role: Sculpting and Modeling (Topology, UVs) | Software: ZBrush and Maya | Year: 2023

Foodtruck

Role: Modeling | Software: Autodesk Maya | Personal Project | Year: 2021

Concept: Oleksandr Pushai

Google

Role: Sculpting and Modeling | Software: ZBrush and Maya | Year: 2023

Family Guard / Lysoform

Role: Modeling | Software: Autodesk Maya | Year: 2024

Banco de Chile 2023

Role: Modeling | Software: Autodesk Maya | Year: 2023

Family Guard / Lysoform

Role: Modeling | Software: Autodesk Maya | Year: 2024

Hotel de MILA

Role: Sculping and Modeling (Topology, UVs, Blendshapes) | Software: Zbrush and Maya | Year: 2026