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SEPULVEDA ZAPPA

PABLO

CG SUPERVISOR / PIPELINE TD / TECH ANIMATOR ARTIST

partnership

  • LogoBlancoWeb1
  • pulse
  • LinkedIn
  • Whatsapp
  • YouTube
  • GitHub
  • Screenshot 2025-02-19 at 13.03.06
  • Screenshot 2025-02-28 at 18.51.44
  • LinkedIn
  • Whatsapp
  • YouTube
  • GitHub
  • Screenshot 2025-02-19 at 13.03.06
  • Screenshot 2025-02-28 at 18.51.44
  • LinkedIn
  • Whatsapp
  • YouTube
  • GitHub
  • Screenshot 2025-02-19 at 13.03.06
  • Screenshot 2025-02-28 at 18.51.44

PROFILE

I am a Senior 3D Rigger Freelancer with self-taught skills and solid international experience. I graduated in Programming from the FCFM in Chile and in Video Game Programming from Mikros Animation, Quebec, Canada. I have a strong interest in developing new techniques that combine art and technology to create projects focused on human evolution.

I consider myself a responsible, disciplined, and efficient person with a great deal of creativity. I am capable of working both independently and as part of a team, even under pressure. Additionally, I strive to stay organized, learn quickly, and I am always willing to help others.

Specialties: Maya Rigging, Python, Game Programming.

 

Rigging TD ( Maya, Cinema, Unreal Engine, Blender).

Modeler / Illuminator ( Maya, Mudbox, Zbrush, Marvelous Designer, Blender ).

Simulation ( Unreal, Marvelous Designer, AXE (Blizzard software), Heir Maya Xgen, RealFlow, Maya Bifrost).

Artist / Shading ( Substance Painter, Substance Designer, PBR, Adobe Suit, Zbrush, Mudbox, Unreal Engine).

Animator ( Maya, Blender).

Edition ( Nuke, After,Premier ).

Game Artist / ( Unreal Engine, Unity ).

Programmer ( Python, Unreal Blueprint ).

With a strong foundation in character development and visual effects, I am currently the Lead Technician at Mikros Games, where I contribute to the Creative Development Team. My professional journey includes a significant role at Undead Labs as the Lead Character Technical Artist, where I focused on creating and refining character data, developing auto-rigs, enhancing deformation quality, and optimizing geometric topology and UV mapping to achieve high-performance character variations.

Throughout my career, I have taken on technical leadership roles such as Senior Character Technical Director at Behaviour Studios and played a key part in the development of the MARS system at Mikros. I also gained valuable experience as a Senior Creature Animator on the film Teenage Mutant Ninja Turtles: Mutant Mayhem. These experiences reflect my dedication to excellence and continuous innovation in the fields of visual effects and animation.

SKILLS

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CONTACT ME

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