
FALLOUT LASER RIFLE REMAKE AER 9
It has been a month since I decided to star a new project which consisted into creating a remake of the iconic fallout 4 laser rifle aer 9. From the

It has been a month since I decided to star a new project which consisted into creating a remake of the iconic fallout 4 laser rifle aer 9. From the

GAME READY.Mauser c 96 9 mm. I have been developing this project in my free time this last month. It has been completely modeled inside 3ds max, unwrapped in rizom,

The famous Eyebot from the Fallout universe based on the model by Miroslav Baev! Rendered in Unreal Engine 5.

This is the Titanfall Northstar Titan from the videogame!HIGH POLY VERSIONTEXTURED WITH 3DS MAX TILEABLE MATERIALS

This is a fanart project I do not own any of the rights or worked with Bethesda to develop this model. 55k POLYS

Well Its been a lot of work but I have finally managed to get this robot out.Completely rigged, textured and modeled by me as well as the render.As it can

Rendered in 5k inside UE5. Modeled with 3ds Max and zbrush.1 set of 8k textures with substance painter.Low poly model 15 tris Ready for game engine.

Game ready COLT .45 M1911 Such an iconic weapon as well as the Mosin Nagant I have done previously. Commonly used in WW2.Modeled in 3ds max, textured in substance painter,

The StG 44 was the first successful assault rifle, with features including an intermediate cartridge, controllable automatic fire, a more compact design than a battle rifle with a higher rate

The iconic russian Mosin Nagant rifle used in ww2. Always been amazed by the esthetic the weapons had in that period and here is my tribute to one of them.

Building fully modular created inside unreal engine 5.An Irish pub where a group of soldiers has set up an improvised shelter in the midst of an apocalyptic scenario. Once a

The Wurlitzer jukebox is an iconic, art deco-designed machine known for its colorful lights and powerful sound, playing vinyl records. It became a symbol of mid-20th-century American culture.Created in 3ds
I am Iñaki Cid Llona, a 3D modeler and designer specializing in hard surface, with a career focused on creating high-quality 3D assets for professional and production environments. My work primarily centers on 3D modeling, emphasizing technical precision, topology control, and meticulous attention to detail, always with a results-oriented approach suited to industry standards.
Throughout my experience, I have developed both personal and professional projects where realism, functionality, and optimization are key. I work with a complete pipeline that covers everything from modeling to texturing and final presentation, tailoring each project to its intended use, whether for real-time engines, renders, or portfolio showcases. To achieve this, I use tools such as 3ds Max, Blender, ZBrush, Substance 3D Painter, Photoshop, Rizom UVs, Unreal Engine 5, Marmoset Toolbag, and Plasticity, always selecting the software best suited to the needs of each project.
This website was created as a space to centralize and showcase my most representative 3D works, with a focus on hard surface and leaving 2D work in the background. In addition to serving as a portfolio, the site also functions as a point of contact for clients and studios seeking a specialized profile, as well as for artists looking to improve their skills through personalized 3D mentorships, focused on workflow, production standards, and enhancing professional portfolios.
My 3D work is built on a clear and optimized pipeline, designed to achieve consistent and scalable results. From the initial blockout to the final finish, each phase of the process is focused on maintaining control over geometry, topology, and materials. The goal is to create solid, clean models that are production-ready, whether for rendering, real-time engines, or high-level technical presentation.
I typically work with hard surface workflows that combine precise modeling, advanced UV management, and PBR texturing, ensuring consistency between materials, lighting, and the final presentation. The choice of tools such as 3ds Max, Blender, ZBrush, Substance 3D Painter, Rizom UVs, Unreal Engine 5, and Marmoset Toolbag is driven by technical criteria rather than trends, always prioritizing efficiency and quality of the result. This approach allows me to adapt to different types of projects while maintaining a consistent professional standard in every piece.