FROM EXISTING ASSETS TO CAMPAIGN-READY CONTENT
I take existing 3D assets and develop them into polished, production-ready visuals through asset cleanup, custom design work, Unreal Engine look development, lighting, cinematic production and final rendering.




01 ā EXISTING ASSET
STARTING POINT
02 ā PRODUCTION ASSET
ASSET DEVELOPMENT
03 ā UNREAL SCENE
LOOK DEVELOPMENT
04 ā CAMPAIGN VISUAL
FINAL DELIVERY
Existing 3D model evaluated for production.
Geometry, materials, graphics and custom design work.
Materials, environment, lighting and camera development.
Campaign-ready imagery and cinematic content.
The value isn't starting from scratch. It's knowing how to turn what already exists into something campaign-ready.
FEATURED CASE STUDY / AUTOMOTIVE VISUALIZATION
BAC MONO
FROM ASSET TO CAMPAIGN
Starting with an existing 3D model, I developed the BAC Mono into a production-ready asset through geometry cleanup, custom graphics, material development and visual design. From there, I built the Unreal Engine look-development and cinematic pipeline used to create the finished campaign visuals.
MAYA ⢠UNREAL ENGINE ⢠SUBSTANCE PAINTER ⢠PATH TRACER
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01 / STARTING POINT
THE EXISTING ASSET
The project began with an existing 3D model that provided the basic vehicle geometry. I evaluated the asset as a production starting point, identifying the geometry, material, UV and presentation work required to support high-end automotive visualization.

ORIGINAL MODEL
Existing asset used as the production starting point.

WIREFRAME
Geometry evaluated for cleanup and production readiness.

ORIGINAL MATERIALS / LOOK
Original material setup before custom look development.
02 / PRODUCTION DEVELOPMENT
BUILDING THE PRODUCTION ASSET
Starting from the original model, I developed the BAC Mono into a more flexible production asset in Maya. I built a custom Maya script with a dedicated UI to speed up repetitive asset-preparation tasks, making the workflow faster, more consistent, and easier to reuse across future assets. The work included geometry cleanup, UV and material organization, new material assignments, custom racing numbers, chassis graphics, sidewall details, logo elements, and multiple paint treatments created for the final campaign presentation.Ā
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GEOMETRY / UV
RACING GRAPHICS
CUSTOM DETAILS
PAINT VARIANTS
ASSET CLEANUP
Geometry and organization refined for a cleaner production workflow.
CUSTOM DESIGN
Racing numbers, chassis graphics, sidewall details and logo elements developed for the project.
PRODUCTION-READY ASSET
Materials, UVs and visual variations prepared for Unreal Engine look development.
03 / UNREAL LOOK DEVELOPMENT
BUILDING THE VISUAL SYSTEM
Once the asset was prepared, I brought it into Unreal Engine and built a neutral lighting environment for controlled look development. This gave me a consistent space to evaluate paint, carbon fiber, glass, rubber, metals, decals and animated material elements before moving into final campaign scenes.
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PAINT
CARBON FIBER
GLASS
RUBBER
METALS
DECALS
CONTROLLED LIGHTING
A neutral environment created for consistent material evaluation.
MATERIAL DEVELOPMENT
Surface response tuned for automotive paint, carbon fiber, glass, rubber and metal.
UNREAL-READY SYSTEM
Materials and lighting prepared to transition cleanly into cinematic environments.
04 / CINEMATIC DEVELOPMENT
FROM REAL-TIME SCENE TO FINAL SHOT
With the asset and material system established, I developed the cinematic presentation inside Unreal Engine. Camera composition, environment lighting, exposure, Sequencer animation and final render settings were developed together so each scene could support both motion and high-resolution campaign imagery.
UNREAL SCENE / SEQUENCER

FINAL RESULT

CAMERA DEVELOPMENT
CineCamera composition developed for campaign-style framing.
SEQUENCER
Camera, vehicle and material elements organized for cinematic production.
LIGHTING
Scene lighting balanced for form, reflections and material response.
ENVIRONMENT
Existing environments reworked with updated materials and lighting.
PATH TRACER
Final output tuned for clean, high-quality automotive rendering.
05 / FINISHED CAMPAIGN VISUALS
THE FINAL CAMPAIGN
The finished BAC Mono visuals bring the production pipeline togetherāfrom the original asset and custom design work through Unreal Engine look development, cinematic lighting and final Path Tracer rendering. The result is a reusable visual system capable of supporting campaign stills, motion content and future branded deliverables.
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CAMPAIGN
STILLS
High-resolution imagery developed for digital, social and presentation use.
CINEMATIC CONTENT
Unreal Engine scenes structured to support motion, camera animation and edited sequences.
REUSABLE PIPELINE
Assets, materials and environments organized for additional shots and future campaign content.
One production asset.
Multiple environments.
A reusable pipeline for stills, motion
and future campaign content.
WATCH THE FINAL FILM
Independent portfolio project created for demonstration purposes. Not affiliated with, sponsored by, endorsed by, or commissioned by Briggs Automotive Company or any other brands, companies, or trademark owners depicted. All trademarks, logos, brand names, and product identities shown remain the property of their respective owners.
SERVICES / PRODUCTION SUPPORT
HOW I CAN SUPPORT YOUR PRODUCTION
AUTOMOTIVE VISUALIZATION
Campaign-ready automotive imagery and cinematic content built from existing or production-ready
3D assets.
3D PRODUCTION + LOOK DEVELOPMENT
Asset cleanup, material development, custom graphics and production preparation for visualization pipelines.
UNREAL ENGINE PRODUCTION
Real-time environments, cinematic lighting, Sequencer, camera development and Path Tracer
rendering.
AGENCY + STUDIO OVERFLOW SUPPORT
Flexible freelance production support for agencies, visualization studios and creative teams when additional 3D or Unreal capacity is needed.
SELECTED PROJECTS
MORE PRODUCTION WORK
MUSTANG MACH-E
THE WEATHER CHANNEL
ARCHITECTURAL / DIGITAL TWIN
Automotive Visualization
Broadcast / Environment Production
Real-Time Visualization
Asset Development ⢠Materials ⢠Unreal Engine ⢠Lighting
Environment Art ⢠Asset Development ⢠Animation ⢠Visualization
Modeling ⢠Materials ⢠Unreal Engine ⢠Environment Production
ABOUT / PRODUCTION APPROACH
3D PRODUCTION BUILT FOR REAL-WORLD CREATIVE PIPELINES
Iām Torey J. Alvarez, a Senior 3D Generalist and Unreal Engine artist based in the Atlanta area. I work across automotive, product visualization, broadcast, real-time environments and experiential content.
My focus is taking assets from production starting points through look development, lighting, cinematic production and final deliveryāwhile building workflows that can support more than a single image or shot.
MAYA ⢠UNREAL ENGINE ⢠SUBSTANCE PAINTER ⢠AFTER EFFECTS ⢠PHOTOSHOP

LETāS WORK TOGETHER
NEED ADDITIONAL 3D OR UNREAL CAPACITY?
Whether youāre starting with an existing asset, a production scene already in progress, or a campaign concept that needs visualization support, I can help move it toward final delivery.
Torey J. Alvarez
Senior 3D Generalist ⢠Unreal Engine Artist
Atlanta, Georgia ⢠Available for Remote Production



