
Francisco Rojas is a 3D Character Artist who has experience in the entertainment industry, working as a Character Artist Intern at Sony Interactive Entertainment, CG Lead in Studio X, Instructor at Escena School of Animation, and as a Freelance Character Modeler working on VR games.
A versatile character artist adept at taking assets from concept to final realization. Avid problem solver in collaborative environments supporting the goals of the team.
Explore my portfolio gallery, where I’ve written articles breaking down my creative process, from concept to final render!
I’ve been playing around with Unreal Engine 5 and how fast it can be for creating environments. I’ve modeled the pirate ship and plugged it into this scene.
While on winter break, I wanted to work on a project on my off time that I’ve been wanting to do for a while.
What began as a speed sculpt quickly evolved into a more refined project as I became increasingly engaged in the process.
A heavily armored mecha forged in the image of a silverback gorilla, embodying raw power and relentless agility.
Ugly Joe is a battle-worn boxer whose spirit refuses to age even as his body betrays him. Once a feared contender, he fights with the same grit and ferocity, but the years of punishment have taken their toll.
This character was sculpted using ZBrush and rendered inside of Maya. Rendered in Keyshot and editing/compositing of the image inside Photoshop.
This character was sculpted and modeled using ZBrush and Maya. The majority of the hard surface modeling for the motorcycle was done inside of ZBrush, and later the topology was refined in Maya.
This quick sculpt was creating using ZBrush for iPad. I also took it into Marmoset Toolbag for some neat lighting.
I was excited about the release of ZBrush for iPad and who else to sculpt to familiarize myself with the program than the angry green giant himself.
This was the most exagerated I have gone with my sculpting.
A practice sculpt of a generic male bust done in an hour.
I want to expand my skillset and understanding of rigging a bipedal character. Tom Meade helped in the creation of this rig.
I sculpted this over the course of a couple of months with the help of Daniel Burt, an amazing instructor at the Academy of Art University.
I was given the models and animation and was responsible for the textures, lighting, and composition of these scenes.
3D texture painting on organic and hard surface models.
This project was an exercise in only using a base cube and subdivisions to sculpt a generic male face.
I dove headfirst into drawing using charcoal.
I sculpted this stylized model in ZBrush basing it off of Edward Delandre’s artwork.
Sculpted in ZBrush based on Nelnal’s great stylized artwork.
One of the first batch of characters I sculpted for the purpose of 3D printing.
These were animations I had done when I was still learning about Maya.
Timelapse of my ZBrush practice speed sculpt of a female head starting from scratch.