Alexis López 

is a 

3D generalist

from Puebla, Mexico

Skills

Character Art
Generalists
Grooming
Lighting
Lookdev

Styles

Tools

Education

School

Art Heroes

2023

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BEAST LAB Props Texturing

 

Happy to share with all of you my participation at this fun project. One more time I had the opportunity to join with the Demente Animation Studios team to work as a Texture Artist and Lighting Artist for this cinematic trailer for the new toys of the Australian toy shop MooseToys. It was a very fun project were, during the Look-dev process, I was in charge of of the texturing of most the Lab props and two of the largest assest I had textured, the Liberty Statue and It's island and all the pavement of the streets. And after that, I took charge of 18 scenes for the Lighting process.


They were a very cool couple of months in which I continued learning about the workflow of a real production and where continued making new friends with very talented people. I hope this is not the last time they call me to collaborate, I really enjoy working with them and I hope to continue hearing that they continue growing.

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Props Textures for the Bolofest 2022 and Liverpool Commercials

 

Part of my participation for the Bolofest 2022 and for Liverpool TV Commercials where I was one of the artist and people involve in the production and develop. For this project I was asing for the look-dev department as a Texture Artist, (Models were made for artist of Demente Animation Studios), here are some of the props I was comissioned for textured.

 

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Props and Character Textures for the Bolofest 2022 Playmobil Wildtopia

 

The Playmobil toys were ones of my favourites when I was young, so has the opportunity to work on the texture of this was something special. This is one more part of my participation for the Bolofest 2022 where I was one of the artist and people involve in the production and develop. For this project I was asing for the look-dev department as a Texture Artist, (Models were made for artist of Demente Animation Studios) and for the end of the project I was also working at the lighting team. 

 

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Yolk

Searching for something not as much hard to keep practicing, I found myself with this adorable design from Aleksander Ignatov from his Yolk post. I wanted to focus on the similarity, so, once I had made the blocking and the sculpture in Blender and I saw it can be a good representation, I took it to Substance Painter where I made the textures trying a more realistic look but preserving the cartoon style.


Finally I pose the character, and made the render on Blender using Eevee.


Aleksander works: ignatov.artstation.com

 

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Carefree

 

Hello Guys!!!
Showing my last personal project based on the charismatic desing of Penko Gelev, Carefree.


This was first blocking, modeling and sculpting on Blender to be after textured on Substance Painter and rendering finally on Blender too, where I gave the final touches with hair particles and procedural eyes material.


A very fun project where the most challenge was to be constant on the proccess and to mantain alway an organized workflow.


Penko Gelev Desing: https://www.artstation.com/artwork/ykyD5

 

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Vanity Unit

 

Here I am with my latest personal project based on one of the amazing illustration of Mogo Shin, Vanity Unit.


For this, the priority was to achieve the likeness and a god modelling workflow on Blender. The Textures were made in Substance with a combination of handpaint and semi-procedural techniques. For the render I use Cycles in Blerder too with a simple HDRI and a couple of complementary lights.


Mogo Shing ArtStation: https://www.artstation.com/mogoshin

 

 

 

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Hana

 

Hana is a personal project that borns at the middle of my university studies at the Character Design Class where I had to concept a Character fully from scratch. The Original Design based on the @matieresfecales, posthumans, and fashion model style with a little bit of punk and gothic too. 


The main object was to make the model the most similar to my Original Design, I put lot of effort and spended lost of time polishing the Anatomy of the body sculpture and then modeling the little details of the clothes and accessories. Finally once I had all of that I try for first time to make realistic hair with particle system. Then, I made the UV's for the clothes and textured them in Substance Painter for then return to Blender to set up the material. 


After all of that I set up the light and cameras for the different shots and made the renders to give them the final touches in Photoshop.

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Warrior Slime

 

Little but cute personal project where after seen the lovely ETAMA's Slime Character Desing, I wanted to take it to the 3D world.


The modeling was made in Blender and the Textures in Substance Painter. After that I spent few time setting up the scene, the light, cameras and MegaScans models to complement the enviorenment. Finally I made simple animation with Key Shapes and modifiers.

 

ETAMA's Desing:
https://etama.artstation.com/projects/3dbN5A

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Ludoniano

 

Few months ago I was commissioned for making the 3D model of this Plant-Alien character, (The desing ins't mine).


This is just the sculpture, no retoplogy, for the materials I made simple node set ups in Blender to give some diferece betweens the parts of the body, playing with color, bumps, subsurface scattering and roughness.


The main point of this was to be capable of develop the basis forms and give them the details was requiered, with references of many type of plants for the diferents parts of the body like the Savila for the arms and the Callianthe picta for the head, or the eyes frog for the eye.
 

 

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