Iván Antonio Menéndez Menéndez
Senior 3D Artist | Specialist in VR/AR/XR | Character & Environment Art
🌐 ArtStation: https://ivmenend.artstation.com
🔗 LinkedIn: www.linkedin.com/in/ivmenend
Key Skills and Strengths
3D Generalist: Character, props, weapons, and vehicle modeling.
Environment creation for VR, optimization, and Unity implementation.
Photogrammetry: Mesh cleaning, normal and texture baking from scans.
Workflow and pipeline improvement, teamwork, adaptability, communication, proactive.
Main Software
3ds Max
Blender (specific tasks)
Zbrush
Marvelous Designer
Topogun
RizomUV
Reality Capture
Substance Painter
Adobe Photoshop
DaVinci Resolve (Intermediate)
Marmoset Toolbag
Unity
Unreal Engine (specific tasks)
PureRef
Languages
Spanish: Native / English: Intermediate (B2+)
Education
2023–2024 – Advanced Master’s Degree in Character Creation for AAA Games – Voxel School, Madrid
2017–2018 – Master’s in Digital Modeling and Sculpture – Voxel School, Madrid
2015–2016 – Master’s in Art and Game Design – U-Tad University, Madrid
2002–2008 – Fine Arts Degree – UPV University, Bilbao
Professional Experience
Mar 2024 – Present – 3D Artist, Digital Twin (Germany)
Optimized scanned environments for Web and VR use. Baked textures and normals, corrected defects, and built pipelines to improve workflow.
Mar 2024 – Jun 2024 – Character Artist Intern, Secret 6 Labs, Madrid
Assisted in character modeling and detailing for AAA production pipeline.
Jun 2023 – Sep 2023 – Senior 3D Consultant, BIB Technologies, Santa Monica (Remote)
Consulting and 3D modeling support for XR technology projects.
March 2022 – March 2023 – Director and Teacher for Master in Art for Virtual Reality. TECH Technological University.
Creation of theory and exercises for the course subjects, recording tutorials, creation of exams and questionnaires, supervision of the work of the team´s teachers.
May 2020 – Aug 2023 – Senior Environment Artist, Glimpse Group VR, New York (Remote)
Designed, blocked out, modeled, UV mapped, and textured VR environments. Full Unity integration with lighting setup.
2019 – 2020 – 3D Modeler & Texture Artist, Inmoreality
Modeled furniture and decor in 3ds Max and ZBrush. Textured props for architectural visualization and virtual tours.
2016 – 2018 – Props & Environment Artist, Seamantis Games (Rascal Revolt – PS4)
Created game-ready assets using 3ds Max and ZBrush. Baked and textured with Substance. Implemented environments in UE4 with PBR materials and lighting.
Awards & Recognition
Prizes First Master’s Degree Final Project
2nd Finalist – Fun & Serious Games Festival, Bilbao 2016 (Rascal Revolt)
Finalist – PlayStation Talents 2016 (Rascal Revolt)
Nominated – Best Game and Best Children’s Game 2016
- Design, blocking, model, mapping and texturing environments for VR and implement all of that inside Unity and Lightlning.
- Generating assets from high poly ( Zbrush) to low poly (re-topology with Maya) and mapping with Rizom UV.
- Creating textures in Photoshop and Substance Painter 2 / Quixel Suite 2.
- Developing my own artistic skills, creative initiative and flexibility to adapt to different styles.
- Team work, self-motivation and proactiveness.
- Developing the ability to adapt to a demanding workflow.
- Working with Unity, creating maps, PBR materials, lighting.
- 3Ds Max and Zbrush (modeling high poly props, create UVs...).
- Creating textures in VRay and texture packs, implement assets into the render engine and supervise and create new workflows.
Job tasks:
- Designing with Maya (re-topology) and 3DS Max (modelling props, weapons, characters, mapping...).
- Generating assets from high poly ( Zbrush) to low poly (re-topology with Maya) and mapping with UV- Layout.
- Creating textures in Photoshop and Substance Painter 2 / Quixel Suite 2.
- Developing my own artistic skills, creative initiative and flexibility to adapt to different styles.
- Team work, self-motivation and proactiveness.
- Developing the ability to adapt to a demanding workflow.
- Working with Unreal Engine 4, creating maps, PBR materials, lighting.
- Implementing assets into the game engine.
- Defining shader effects and material properties for props and environment features.
- Coordinating and working under the supervision of the Art Director and Lead Artist