Casillero del Diablo / Vulka
2023
Devils Carnaval
3D commercial piece built from the sculpt up — ZBrush, Substance Painter and Cinema 4D.
- Commercial
- 3D
- Art direction
KM / 26
18+ years in the craft
Eighteen years crafting immersive experiences for TV and brands — now building the tools to make them myself, too.
See what I do →Why this exists
A commercial is a sculpt, a rig, a lighting pass and a render farm. A broadcast opener is a board, a style frame and three weeks of iteration. None of that fits in a reel.
So this site opens the process: the pipelines, the tools I wrote to survive deadlines, and the real-time scenes that now replace what used to take a week of rendering.
If you are hiring for 3D, motion, virtual production or the engineering around them — this is the whole picture, not the highlight reel.
Selected work
Casillero del Diablo / Vulka
2023
3D commercial piece built from the sculpt up — ZBrush, Substance Painter and Cinema 4D.
Zeropontodois
2022
Character rigging and animation, chasing a smoother pipeline end to end.
Personal
2024
From first blockout to a finished print, with every pass solved in between.
Personal
2023
A tribute to Masters of the Universe, and to the childhood that started all this.
Turner CHV
2021
Opening titles and broadcast package for the show, from boards to final grade.
Universidad de Concepción
2021
Educational 3D segments pushing kids to move, against childhood obesity.
NFT
2022
My first fully realized 3D figure — Asta's first transformation.
3D support
2022
Snake, barrel and tattoo work for a wine spot — all the parts nobody credits.
Eight of thirty. The full archive lands in the next pass.
What I do
They are not separate services. A broadcast piece leans on the sculpt, the sculpt feeds the real-time scene, and the tool that batches it is something I wrote.
01
Character modeling, texturing and lighting for commercials and broadcast. Eighteen years of sculpting, from a blockout to a print-ready figure.
02
Openers, channel branding and VFX for television — from the Brazil World Cup and COP25 to commercials aired on ABC, TBS, GLOBO and BBC.
03
Real-time scenes built to be driven live: virtual sets, data-driven graphics and camera-ready environments that run inside the engine.
04
Generative pipelines I build and run on my own hardware — not prompts in a web app. Image to video, batch jobs, QA passes and reproducible output.
05
Tools for the work itself: render pipelines, plugins that drive the apps I use every day, and the sites and systems around them.
About me
Eighteen years shaping characters, worlds and brand sequences for television and agencies. Freelance work on projects like the Brazil World Cup and COP25, with pieces aired on ABC, TBS, GLOBO and BBC.
I teach 3D modeling and texturing at Instituto Profesional IPP, and I'm studying Computer Engineering — not to leave the craft, but to build the pipelines, plugins and real-time systems the craft runs on. These days a job rarely ends in a render: it ends in a tool that makes the next one faster.
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