CESAR MONTERO
LOOKDEV ARTIST
Gallery
This is a sample of both my professional and personal work.
Modeled, textured and render in Lightwave 8.5. Made all this just with procedural textures except the numbers.
Modeled, textured and render in Lightwave 8.5. No HDRI, reflections maps, or texture plugins, one light lots of Observation
Created shaders and textures for character
Created shaders and textures for character
Modeled, textured and render in Lightwave 8.5. Poster for product
I made the shaders and texturing for everything but the snail. That includes the car, props, floor, chairs, tables, and walls. This sequence helped define the shader look for the movie. The shaders were then published into a “Material Library” for all artists to use . This work was selected and presented at SIGGRAPH 2013 Dailies and The Foundry booth.
Modeled, textured and render in Lightwave 8.5. No GI used. I challenged myself to create lighting setup that would render fast and without GI. I used just spot lights for this shot.
I worked on the textures and shaders for the main “Indy Car”. It was created using MARI from The Foundry. The car was able to hold extreme closeups. The setup was flexible to accommodate constant graphic changes. The shading network was then copied to all other cars in the movie. The shaders created for this car were then copied to the Material Library. In addition, I created materials such as concrete, soil, fabrics, leathers, vinyl, plastics and glass. These were a
I worked on the textures and shaders for the main “Indy Car”. It was created using MARI from The Foundry. The car was able to hold extreme closeups. The setup was flexible to accommodate constant graphic changes. The shading network was then copied to all other cars in the movie. The shaders created for this car were then copied to the Material Library. In addition, I created materials such as concrete, soil, fabrics, leathers, vinyl, plastics and glass. These were a
I made all texturing and shading for the trailers. I had to follow up with clients such as Chevrolet, Verizon, Sunoco, HP and WWW. Due to the efficiency of the “Indy Car” workflow, I was able to tackle all the requests with the same level of quality and on schedule. This work was selected and presented at SIGGRAPH 2013 Dailies and The Foundry booth.
Modeled, textured and render in Lightwave 8.5. No HDRI, reflections maps, or texture plugins, one light lots of Observation
Modeled, textured and render in Lightwave 8.5. Elegant highlights for a simple bottle
I made the materials and texturing for all the cars in the movie. This included all trailers such as the one above
I made the materials and texturing for these two cars. I worked extensively with the shaders in order to attain the desired look.
I made all of the materials and most of the texturing for this shot.
I worked on the texturing and shading of the rice fields. This included water, grass, rice, rocks and hills. The grass was applied even to the distant hills in the background. The grass had to be efficient to render.
I worked on the texturing and shading of everything but Po (panda) and The Soothsayer (goat). This included ground, grass, wood, water, rocks and props. Patches of grass had to be carefully trimmed. This allowed camera and character movement, while maintaining aesthetic demands from all angles.
I worked on the texturing and shading of everything but Po (panda) and The Soothsayer (goat). This included ground, grass, wood, water, rocks and props. Patches of grass had to be carefully trimmed. This allowed camera and character movement, while maintaining aesthetic demands from all angles.
I worked on the texturing and shading of everything but Po (panda) and The Soothsayer (goat). This included ground, grass, wood, water, rocks and props. Patches of grass had to be carefully trimmed. This allowed camera and character movement, while maintaining aesthetic demands from all angles.
Kung Fu Panda II, DreamWorks Animation I worked on the texturing and shading of everything but Po (panda) and The Soothsayer (goat). This included ground, grass, wood, water, rocks and props. Patches of grass had to be carefully trimmed. This allowed camera and character movement, while maintaining aesthetic demands from all angles. Notice how the grass is pointing towards Po while maintaining certain randomness
Modeled, textured and render in Lightwave 8.5.. Poster for a lighting contest.
I made the materials and textures for all of the buildings of this short film. They had to match the look of KPF. I worked extensively with the shaders in order to attain the desired look.
I made the texturing for all the Kung Fu Panda Holiday Special buildings. I made them match the original Kung Fu Panda. This included all the buildings on the village. Many of them had interiors which had to be textured as well.
I made the texturing for all the Kung Fu Panda Holiday Special buildings. I made them match the original Kung Fu Panda. This included all the buildings on the village. Many of them had interiors which had to be textured as well.
I made all the shading and texturing for the ladle and box. It was the main prop of the show. It is a great example of shader work. These two contained precious stones, polished gold, gold leaf, rough metal, shiny metal, velvet, wood and varnish.
I made the texturing for all the Kung Fu Panda Holiday Special buildings. I made them match the original Kung Fu Panda. This included all the buildings on the village. Many of them had interiors which had to be textured as well.
I made the texturing for all the Kung Fu Panda Holiday Special buildings. I made them match the original Kung Fu Panda. For NDA reasons I can’t discuss why they were created from scratch. One of these environments was The Palace. This included a reflective marble floor, subsurface scattering columns, illuminated walls, polished stone, tileable textures, wood, metal among others.
I made all the shading and texturing for this environment. This included the room, piano, barrels, tables, wood planks and all props. There was a lot of effort put into the wear and tear of the wood, and the displacement of the floor and walls.
I worked on the texturing and shading for this environment. This included the building, props, walls and rocks. The structure was modeled brick by brick. As a result, I came up with a texturing technique that allowed efficient texturing and rendering. For NDA reasons, I can’t discuss this technique any further.
I worked on the texturing and shading of everything but the characters and bottles in this sequence. I made all the woodwork. This setup involved a lot of wood pieces painted by hand, one by one. Each had to look different and special to fit into Shrek’s world.
I worked on the texturing and shading of everything but the characters and bottles in this sequence. I made all the woodwork. This setup involved a lot of wood pieces painted by hand, one by one. Each had to look different and special to fit into Shrek’s world.
I worked on the texturing and shading of everything but the characters and bottles in this sequence. I made all the woodwork. This setup involved a lot of wood pieces painted by hand, one by one. Each had to look different and special to fit into Shrek’s world.
I made all the contracts for Shrek. A single low res image was provided. I had to separate them into different materials and layers. I made masks and stacked gold, paint and paper on top of each other. The gold material I developed was then used for all gold surfaces in the movie.
I textured all the contracts for Shrek Forever After. These are use through all of the movie and get a lot of closeups and attention.
Modeled, textured and render in Lightwave 8.5. I worked extensively with the shaders in order to attain the desired look.
Modeled, textured and render in Lightwave 8.5. Featured in the book D'artiste: Character Modeling, Ballistic Publishing
Modeled, textured and render in Lightwave 8.5. No HDRI, reflections maps, or texture plugins, one light lots of Observation
Modeled, textured and render in Lightwave 8.5. Poster for a lighting contest
Modeled, textured and render in Lightwave 8.5. Made for Adbusters magazine
Modeled, textured and render in Lightwave 8.5. No GI used. I challenged myself to create lighting setup that would render fast and without GI. I used just spot lights for this shot.
Piece for "Sex And The Socket"
Modeled, textured and render in Lightwave 8.5.. Poster for product
Modeled, textured and render in Lightwave 8.5. Poster for product
Modeled, textured and render in Lightwave 8.5. Just a nice cup of CG coffee
Modeled, textured and render in Lightwave 8.5. I hope you feel better
Modeled, textured and render in Lightwave 8.5. The poor eraser is lost in Pencil Woods
Textured and render in Lightwave 8.5. Used a mighty lighting rig for this, no GI.
Textured and render in Lightwave 8.5. Just a kitchen render
Modeled, textured and render in Lightwave 8.5. Small objects fascinate me