thearielquinteros
thearielquinteros
Ariel Quinteros
24 posts
My name is Ariel Quinteros. I'm a 3D Artist living in Toronto,Canada. I've been a Professional 3D artist since 2011, although I've been learning and mastering the craft for over a decade now: what began as a hobby has evolved into a career. I've always been really curious about all things about 3D graphics technologies and I do my best trying to keep myself updated with the latest breakthroughs and trends, so my workflow can be as efficient as possible. I'm really passionate about my work, quite detail-oriented and conscious about deadlines; I keep both aspects in mind to deliver the best 3D piece I can muster with the available team, budget and timeframe. The knowledge and experience I've gathered since I started doing 3D graphics has allowed me to be able to successfully scale numerous projects with quality and time in mind, and deliver on time. For the last 4 years I've been supervising, defining guidelines, shaders and creating Architectural assets for Unity 3D and Unreal Engine. Even if I'm a 3D artist at heart, I won't think twice about doing some coding or scripting if it results in a better end product. My main tools of the trade are 3ds max, Photoshop, After Effects, Zbrush, Unity 3D and Unreal Engine.
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thearielquinteros · 3 years ago
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Jump Down, Fall Up
First student place at the Epic Megajam 2022.
You can check the Epic Megajam winners here.
Flip your brain upside down with these gravity friendly/unfriendly puzzles for all my gravity-loving friends. Meet all the characters, like Yellow cube, Blue cube, Red cube, and WEIRD BLACK GOO, you are going to love them, a really lovely bunch.
Entirely developed by myself using Unreal Engine. 3D models made using Blender. Theme song created using aiva.ai and sound fx from the BOOM FX sound library.
You can download the game here https://arielquinteros.itch.io/jump-down-fall-up
And here's a video showing the gameplay. 
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thearielquinteros · 3 years ago
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Iris Apfel x H&M
In 2022 I was contacted by Sorrymom to create some clothing simulation for a very quick project. They needed some animations for a new clothing line to be launched by their client, H&M Chile. They were aiming for a cartoon look and the animation would be played at the launch event. I was in charge of the cloth simulation, texturing, and shading for this project, all using Blender. Lighting and character modeling were handled by Sorrymom directly.
You can watch the entire clip here https://vimeo.com/695310230
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thearielquinteros · 5 years ago
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Telefonica Panoramic virtual tour - Telefonica Foundation, Chile.
This project commissioned by notrostudio.com and the Telefonica Foundation aims to accurately recreate the gallery located on the first floor of the Telefonica building located in Santiago de Chile, allowing the user to take a tour of a photographic exhibition curated by the same team that is in charge of the real world gallery.
In this project I made extensive use of Unreal Engine 4 to recreate the gallery and generate approximately 70 8000x8000 spherical panoramic images. New to this project was the use of the raytracing system to improve the quality of reflections and global illumination, which is incompatible with the panoramic rendering plugin that ships with Unreal, but the robust blueprint system allowed me to circumvent this issue and correctly capture the reflective coating of the different surfaces. Additionally I was able to create a system to render the images in bulk using predefined points in space, while also being able to selectively render specific points without the need to render all the other points in the batch.
Link to the virtual tour here: https://www.fundaciontelefonica.cl/exposiciones/chile-cromatico-latam-expo-virtual-360/  
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thearielquinteros · 5 years ago
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Wom Attack - Wom Chile
3D animations produced for Sorrymom.cl, a video agency commissioned by Chilean mobile phone carrier company WOM to produce WOM Attack, a series of ads parodying the Latin American version of the '90s British TV show Art Attack, by placing it in the context of the COVID-19 pandemic. This was a special project for me: not only it presented me with an opportunity to test my production skills and adaptability to sudden changes while homebound and operating with rather short deadlines; but it also enabled me to practice my animation and Unreal Engine rendering workflow abilities. On this note, rendering in Unreal became a pivotal element during production due to the realtime nature of it's lighting system, shader graph and near realtime rendering capabilities. I was in charge of creating the short animation clips featuring "El Cabezón", a talking bust who makes snarky comments about our local political scene; as well as the brief animations of WOM Attack's logo. "El Cabezón" was animated in 3ds Max, while the shaders, lighting, and rendering were done in Unreal Engine 4. The logo was animated and rendered in 3ds Max, with some dynamic simulations performed in Blender 2.83.
Link to the first episode: https://www.youtube.com/watch?v=zR2rFB2NT6s
youtube
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thearielquinteros · 10 years ago
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Moment of Peace
A soldier finds peace in his memories, while he's in the middle of a war zone.
I made this as a personal project so I could learn more about Unreal Engine 4, and also to showcase my models in a more engaging, interesting way. Deep down, however, it was my general curiousity for game engines and real-time models what drove me to achieve this.
Moment of Peace was made using Unreal Engine 4, Autodesk 3ds Max, ZBrush and the Quixel Suite.
You can download the interactive project here.
You can watch a video of this project here:
vimeo
Moment of Peace from Ariel on Vimeo.
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thearielquinteros · 10 years ago
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Unreal Apartment
This is an Apartment developed in Unreal Engine 4 as a software exploration exercise in my time at Beatmap. In this project I was in charge of: -Optimizing a high amount of furniture present in the apartment
-Texture creation and optimization.
-Optimizing and cleaning the entire apartment 3D mesh structure.
-Creation or adjustment of all the shaders in the scene.
-Setup of exterior and interior lighting.
-Setup of the static light bake.
You can watch this project in more detail here:
vimeo
Unreal Apartment from Ariel on Vimeo.
Unreal Apartment developed at Beatmap
Music: purple-planet.com
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thearielquinteros · 10 years ago
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Pedropiedra
Pedropiedra is the stage name of Chilean singer Pedro Subercaseaux García de la Huerta. This was a personal project I wanted to make because his music really influenced me. I once met him -- he was a really cool dude.
I did the base modelling, texturing and retopology in Zbrush, final posing, hair lighting and additional modelling and texturing was done in 3ds Max and V-ray.
Here you can learn a little bit about Pedropiedra.
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thearielquinteros · 10 years ago
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La vida prehistorica de Plonk
La vida prehistorica de Plonk (The prehistoric life of Plonk) was a short film by Andrés Rodriguez, Nicolás Meli, Mauricio Arriarán and me. This project was a complement to our thesis.
In this project, we used a dummy system that allowed us to do the entire animation in 3D, so then we could overlay the 2D characters on top of it in postproduction. This way, we could properly mesh two visually distinct styles of animation with as much spatial fidelity as possible.
On a technical level, I was in charge of:
-Creation of the dummies and rigging of some characters. 
-Some of the animations. 
-Lighting. 
-Postproduction. 
You can see the the entire short film here:
vimeo
La vida Prehistorica de Plonk from Ariel on Vimeo.
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thearielquinteros · 10 years ago
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Scripts and controllers
Over the course of the years I've scripted a few things to speed up my workflow, or simplify some tasks.
In this image are two of these scripts.
-Spline Parameters is useful to change the rendering parameters of the selected spline objects. It was conceived to work with a custom rig I did that allowed me to quickly place a series of electric towers with a semiautomatic cable alignment system, and these cables sometimes needed some visibility adjustments, this script was born to eliminate the need to correct these parameters spline by spline.
-Map Channel Transfer was designed out of the need to bulk transfer map channel info during the lowpoly buildings development for Miami client Evolution Ventures. For this script I just extended the functionality and improved the interface, the core functionality was first developed by other member of the team.
-On this video you can see another system I developed. This was created for a carbon mining project that needed to show different sections receding, being exploited and moved around. This system was developed in nearly 4 days from concept to production controller, and it allowed us to apply changes requested by the client far more easily in only a matter of hours, unlike the more conventional, week-long methods. It also made the animation process really painless and quick. The numbers on the viewport over the excavation are the different exploitation phases defined by the engineers of the project.
vimeo
Mining Project Control System from Ariel on Vimeo.
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thearielquinteros · 10 years ago
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Cautin
Cautin is an Hydroelectric project proposed to be built on the Cautin River, in La Araucania Region, Chile.
In this project I was in charge of:
-Terrain creation.
-Camera animation.
-Texture creation.
-Basic vegetation.
-Motion Graphics and Post Production.
You can see a clip of the project here:
vimeo
Cautin from Ariel on Vimeo.
Cautin images and videos developed at Beatmap
Music: purple-planet.com
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thearielquinteros · 10 years ago
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Hibernia Bank
The Hibernia Bank building in San Francisco was the headquarters of Hibernia Bank, founded in 1859. We were commissioned to recreate in detail the exterior and main hall of this building, and accurately represent the planned remodelation of the main hall. Additionally, isometric views of the different leveles were solicited, and each of these levels had 2 furniture layouts variations.
In this project I was in charge of:
-Modeling the more complex interior pieces such as the gold wall clock, the adjacent flowery shields, exterior pillars, dome, wall lamps, streets, vegetation and adjustments to external buildings.
-Managing, quality assurance and integration of the work of internal and external modelers.
-Optimization, creation of normal and displacement maps for some models.
-General material creation and configuration.
-General Lighting setup.
-3d people positioning and optimization.
-Workflow and file organization to easily integrate people into the project and to be able to spawn the changes on furniture layout across every isometric view.
-Render optimizations.
Hibernia Bank images developed at Beatmap
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thearielquinteros · 10 years ago
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Four Seasons Wetherly
Four Seasons Wetherly mid-poly building for an interactive desktop app for Evolution Ventures, a Miami based client.
For this project we used the Marmoset Skyshop shaders in Unity and an Ambient Occlusion texture bake for added realism. The shadows and lights are realtime only, because the client wanted to be able to do their own light baking. In this project I was on charge of:
-Streets and sidewalks
-Vegetation setup and distribution
-Some of the furniture models. -Shader setup 
-Review of models made by other modelers 
-Modeling some of the buildings closer to the Four Seasons Wetherly 
-Modeling background generic buildings 
-Ambient Occlusion texture setup 
You can watch this project in more detail here:
vimeo
Four Seasons Wetherly from Ariel on Vimeo.
Four Seasons Wetherly realtime assets developed at Beatmap
Music: purple-planet.com
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thearielquinteros · 10 years ago
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Girl on the moon
This image was made a long time ago inspired on a High School friend. 
Done in 3ds Max, Mental ray and Photoshop for composition and touch ups.
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thearielquinteros · 10 years ago
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Devonshire
Devonshire was a low-poly building for an interactive iPad app Evolution Ventures, a Miami based client.
This project was developed for mobile platforms on Unity3D. The performance requeriments were determined by the client.
In this project I was in charge of:
-Environment modeling and texturing
-Texture correction
-Shader setup
-Model review using photos and videos as comparison
-Scene light setup
You can watch this project in more detail here:
vimeo
Devonshire from Ariel on Vimeo.
Devonshire realtime assets developed at Beatmap
Music: purple-planet.com
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thearielquinteros · 10 years ago
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Cloverdale 749
Cloverdale 749 is a six-unit residential building with a recycled structural steel skin surrounded by muted stucco.
On this project I was in charge of:
-The overall scene materials
-Vegetation placement and materials
-Interior building lights
Cloverdale 749 image developed at Beatmap
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thearielquinteros · 10 years ago
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50 United Nations Plaza
50 United Nations Plaza is a low-poly building for an interactive iPad app for Evolution Ventures, a Miami based client.
Up until this point we had used a simple method of creating baked textures for the entire buildings and using a simple Diffuse shader on Unity 3D, but Evolution Ventures wanted to improve the quality of the buildings, but still perform within certain mobile limitations.
In this project I was in charge of: -Shaders and textures setup -Checking mesh integrity of models developed by freelances; we were on a tight timeframe and the external modelers weren't too familiar with realtime assets creation. -Technical exploration of the limits of what we could do within the performance specifications that we received from the client.
You can watch this project in more detail here:
vimeo
50 United Nations Plaza from Ariel on Vimeo.
50 United Nations Plaza realtime assets developed at Beatmap
Music: purple-planet.com
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thearielquinteros · 10 years ago
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Ponce City Market
This building was constructed in 1925 by Sears, Roebuck & Co. of Chicago as a retail store and warehouse distribution center. During my time at Beatmap we were commissioned to model the entire building in 3D and show the structural changes and new posible tenants of the restored building.
This was a really interesting project, and I'm glad to say that my participation here was quite deep since we tried to keep things in house as much as possible, and to keep the team from 4 to 5 people at all times. My main contributions to this project were: -Information review to match plans and elevations provided by the client and resolve blueprints mismatches in coordination with the architects.
-General file and work organization to provide the simplest integration posible between the different 3D files that composed every scene.
-Render organization and optimization. This animation was huge and we needed to cut down on render times as much as posible, so extensive render and material optimization was necessary, I also had to separate the rendering of static objects and animated objects into two differently configured renders to reduce rendertimes and doing the final integration in composition.
-Animation of people using AXYZ Anima.
-Animation and positioning of all cars.
-All the project steel beams, stairs modelling, pillars and general materials for the floors,weathered walls and other architectural elements.
-Vegetation positioning and material setup.
-General in store elements creation and optimization of objects modeled by freelances.
You can see a clip from the project here:
vimeo
Ponce City Market from Ariel on Vimeo.
Ponce City Market images and videos developed at Beatmap
Music: purple-planet.com
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