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Torey J. AlvarezĀ 
AUTOMOTIVE • PRODUCT • EXPERIENTIAL • REAL-TIME

3D + Unreal Production for Campaign Visuals

I transform existing 3D assets into polished, production-ready visuals through asset development, look development, Unreal Engine, lighting, and cinematic production.

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.

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01 — EXISTING ASSET

STARTING POINT

02 — PRODUCTION ASSET

ASSET DEVELOPMENT

03 — UNREAL SCENE

LOOK DEVELOPMENT

04 — 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.

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ORIGINAL MODEL

Existing asset used as the production starting point.

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WIREFRAME

Geometry evaluated for cleanup and production readiness.

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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

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FINAL RESULT

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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 together—from 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

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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

I’m 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 delivery—while building workflows that can support more than a single image or shot.

MAYA • UNREAL ENGINE • SUBSTANCE PAINTER • AFTER EFFECTS • PHOTOSHOP

LET’S WORK TOGETHER

NEED ADDITIONAL 3D OR UNREAL CAPACITY?

Whether you’re 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

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