Francisco (Pako) Rojas
Francisco (Pako) Rojas
3D Character Artist
CDMX, Mexico

3D Character Artist specializing in stylized and realistic characters for games, film, and high-end collectibles. From AAA game studios to VR and independent productions, I translate concept art into production-ready characters with strong sculptural form, clean topology, and real-time performance. Proficient in Maya, ZBrush, Substance Painter, and Unreal Engine 5.

Portfolio - https://pakoartwork.com
Instagram - https://www.instagram.com/pakoartwork/
Email - pakoartwork@gmail.com

Core Strengths:
- Stylized & Realistic Characters
- Creature Sculpting
- IP Translation & Stylization
- Hair & Grooming (XGen / Hair Cards)
- Hard Surface Modeling
- Texturing & Surfacing

Production:
- Game-ready Assets
- Real-time Optimization (Unreal Engine 5 / Unity)
- Texturing (PBR / UDIM)
- 3D Printing Preparation
- Engine Integration & Shader Setup

Resume PDF

Skills

Digital SculptingSculptingAnatomy3D ModelingOrganicTexturingPBR TexturingUDIMsRenderingLightingHard SurfaceMaterialsPropsEnvironment DesignPhotogrammetry

Software proficiency

ZBrush
ZBrush
Maya
Maya
Substance 3D Painter
Substance 3D Painter
Marmoset Toolbag
Marmoset Toolbag
Unreal Engine
Unreal Engine
Marvelous Designer
Marvelous Designer
Photoshop
Photoshop
V-Ray
V-Ray
Arnold
Arnold
Redshift
Redshift
Blender
Blender
Houdini
Houdini
Mari
Mari
Unity
Unity

Experience

  • Senior Character Artist at Anemona Studios
    Mexico City, MX
    February 2026 - Present

    Own the character brief-to-delivery pipeline across production phases, including modeling, sculpting, UVs, baking, and engine integration in Unreal Engine 5. Ensure all assets meet topology, real-time readiness, and visual quality standards before milestone handoffs. Drive cross-team reviews and feedback cycles, bridging artistic intent and technical execution. Develop both stylized and realistic character models optimized for in-engine performance.

  • CG Lead at Studio X
    San Francisco, US
    September 2023 - December 2024

    Led a production team of 10+ through the full character pipeline: modeling, sculpting, surfacing, and texturing using Maya, ZBrush, Substance Painter, Arnold, and Unreal Engine. Delivered workshops on hard-surface and organic modeling workflows, raising team-wide quality standards. Owned pipeline documentation, QC processes, and milestone reviews for all character assets.

  • Instructor at Escena, Escuela de Animación
    Mexico City, MX
    May 2019 - July 2021

    Taught introductory 3-month ZBrush courses during the pandemic, instructing groups of up to 15 university students both on-site and online. Developed and delivered a curriculum focused on ZBrush and Maya, emphasizing digital sculpting workflows for creating stylized and realistic models.

  • Character Modeler at Freelance
    Orlando, Florida, US
    July 2019 - August 2020

    Collaborated with students and professors at Full Sail University on academic and personal projects in an unpaid capacity. Completed a one-month contract sculpting and modeling all opponents and environmental props for the VR boxing game The Thrill of the Fight, including integrating optimized characters, textures, and hair cards into Unity.

  • Character Artist Internship at Sony PlayStation Computer Entertainment
    San Diego , US
    May 2018 - July 2018

    Processed facial scan data using photogrammetry pipelines for MLB The Show 2019, contributing directly to shipped content. Performed retopology and real-time engine prep on crowd and prop characters. Assisted with asset integration and performance optimization across the character team.