Juan Arevalo

3D Character Artist

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Artista 3D enfocado en la creación de personajes con significado, donde el texturizado, la forma y la animación trabajan en conjunto para transmitir intención narrativa y coherencia visual. Desarrollo cada proyecto con un enfoque analítico y creativo, buscando que cada decisión aporte valor a la historia y genere una conexión clara entre el personaje, su entorno y su propósito dentro del universo visual.

Dragon Creature Design

This project focused on exploring fantasy creature anatomy and high-fidelity organic detailing. The process began with a dynamic blockout in ZBrush to establish the silhouette and the energy of the pose.

Following the initial shapes, I moved into muscle definition and scale refinement, utilizing a mix of custom alphas and manual sculpting to achieve a sense of realism and physical weight. The primary goal was to balance an aggressive aesthetic with a functional, believable anatomy.

Dragon Creature Design

This project focused on exploring fantasy creature anatomy and high-fidelity organic detailing. The process began with a dynamic blockout in ZBrush to establish the silhouette and the energy of the pose.

Following the initial shapes, I moved into muscle definition and scale refinement, utilizing a mix of custom alphas and manual sculpting to achieve a sense of realism and physical weight. The primary goal was to balance an aggressive aesthetic with a functional, believable anatomy.

Medieval Knight

This project focused on the intersection of historical armor design and stylized fantasy. The main challenge was to create a set of armor that felt heavy, functional, and grounded in reality while maintaining a powerful, heroic silhouette.

The workflow was centered on ZBrush, utilizing ZModeler and Dynamic Subdivision to create clean, crisp edges on the plate armor. Additionally, I worked in Blender to ensure a neat mesh and optimized topology.

Coliseum

This project is a fantasy reimagining of a coliseum, designed as a mystical arena beneath a celestial moon. My goal was to create a unique, otherworldly environment that blends ancient stone architecture with an ethereal atmosphere.

Built entirely in Blender, the workflow focused on balancing massive scale with a clean, optimized mesh, using lighting and texture to evoke a sense of mystery and cosmic power.

Tower Destruction

This project is an exploration of physics and destruction within Blender. The goal was to simulate a realistic collapse of a stone tower hit by a cannonball, focusing on the transfer of kinetic energy and the natural behavior of debris.

Using Rigid Body dynamics and cell fracture tools, I worked on balancing the weight of the fragments to ensure a believable sense of scale and impact. It was a great exercise in timing, physics settings, and managing complex simulations.

Walk Cycle

This project is a walk cycle study focused on body mechanics and weight distribution. The main goal was to achieve a natural, fluid motion by paying close attention to the hips' rotation, the 'passing position,' and the subtle overlap in the upper body.

Animated in Blender, this exercise helped me refine my understanding of timing and spacing to create a believable sense of momentum and character personality through movement.

3D Environment & Hard Surface Study

This project is a 3D tribute to 'Howl's Moving Castle.' The main challenge was balancing the complex silhouette to ensure the chaotic arrangement of houses and mechanical parts felt like a cohesive unit.

Created entirely in Blender, the workflow focused on maintaining a neat mesh and organized hierarchy across hundreds of components. I aimed to capture the whimsical Ghibli essence through detailed mechanical elements and optimized topology.

Dark Elf

This project was an exercise in combining hard-surface elements with organic anatomy. The goal was to capture the lean, athletic build of a Dark Elf, emphasizing defined features and a cold, calculating expression.

The workflow involved high-poly sculpting in ZBrush, where I focused on the contrast between the smooth skin and intricate textures. I also integrated a scar as a storytelling element, giving the character more depth and a sense of battle-hardened history.

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