about me

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Los Angeles, United States
I'm an extremely driven CG artist that approaches every single project with a relentless determination. I look forward to challenge and aspire to learn all I can. I specialize in modeling, texturing, and lighting. I have roughly 4 years of experience working in the film and game industry. Over the last year I have completed a period of contract work as a Lighting TD, texture painter and modeling TD at Petrol Advertisng and Rhythm and Hues Studios. Prior to that I was with Gentle Giant Studios. There I worked with digital team on Golden Axe: Beast Rider video game.

Thursday, July 16, 2009

Wolfenstein Graphic Novel



Wolfenstein: video game
Graphic Novel Part I: Wolf 3D
This is 1 of 4 episodes that I worked on at Petrol Advertising.
Modeled, textured environments, lit and rendered.

Thursday, April 30, 2009



Contributed on R&D materials and textured the alien's military uniforms.



Textured Digital doubles of Dr.Rick Marshall, Will, Holly, and props.
Worked on environment modeling and props.

Sunday, April 19, 2009



Lit and rendered CG elements at Rhythm and Hues Studios for the "Night At The Museum" movie.

Monday, April 6, 2009

Titanium Man



Texture painted
This is low-res model, I had to paint detail into the color map using maps I generated from a high-res model.
Credit to: Mark Dedecker, modeled this low res model.
Produced at Gentle Giant Studios

Modeling Reel


modeling reel from Hector De La Torre on Vimeo.

I want to also credit the following artists that were also involved in the development of some models in my reel : Mark Dedecker, Rodrigo Carrasco, Nobutero Sasagawa, Stefano Dubay, Scott Spencer, Max Dayan, Jim McPherson and Ronnie Cleland. Good Times at Gentle Giant Studios it was truly a pirate ship.



Modeled, textured, animated, lit, FX and composited

Krommath



Modeled the base mesh from the high-res that Scott Spencer sculpted.
I was part of a small team at GGS that worked on approximately 25 characters for the Golden Axe Beast Rider video game.
I modeled many armors and baked out numerous normal maps, occlusion maps and specs maps.


Some hard surface modeling for a Mitsubishi commercial.
A 2008 Galant and 2008 Raider truck.

Friday, March 6, 2009

Turok



Look Development test done while at Gentle Giant Studios
Jim McPherson sculpted and painted in Zbrush.
For lighting and rendering I used Maya and Mental ray.
I also painted spec maps, subsurface scattering maps and back scatter maps.

Giant



Some more Look Development work I did for Gentle Giant Studios.
Credit: Jim McPherson, sculpted and painted using Zbrush.