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About Me

Pablo Montero González

PABLO MONTERO GONZÁLEZ

I am a 3D Character Rigger specialized in building production ready character rigs for animation, with a strong focus on facial rigging, deformation systems, and procedural rigging workflows. I enjoy creating efficient, animator friendly rigs using matrix nodes, modular systems, and clean node based setups that are scalable and easy to maintain. I am constantly exploring new rigging techniques, automation tools, and pipeline improvements to push both performance and quality. I also have experience with Python scripting, custom tools, and technical workflows that help streamline character production. I’m passionate about solving technical challenges while giving animators the controls they need to bring characters to life. Always learning. Always building.

MayaZbrushHoudiniQTPython
Barcelona, Spain (open to relocate)

Works

STIGMA

NEMESIS

O'PARAISO

SINKRONY

Contact

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STIGMA

Stigma is a hyperrealistic animated short film currently participating in various animation festivals and competitions, where it has already received several awards and recognitions. The project focuses on achieving a high level of visual realism through detailed character work and advanced technical workflows. As a Character Rigger on this project, my main contribution has focused on developing complex facial rigging systems using matrix-based setups, specifically designed to support the animation of large crowd sequences. These systems provide flexible and efficient facial controls, allowing for a wide range of expressions while maintaining consistency and performance across multiple characters. In addition to facial rigging, I have been responsible for developing hyperrealistic skinning solutions for the crowd characters, focusing on natural deformations, anatomical accuracy, and believable movement.
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NEMESIS

Nemesis is a hyperrealistic animated short film that explores the creation of highly detailed creatures and the technical challenges of bringing them to life through advanced rigging techniques. As a Character Rigger, my main contribution to the project has been the development of complex rigging systems for quadrupedal creatures. My work has focused on building advanced rigs that allow for realistic movement, natural deformation, and precise control over the characters' anatomy and behaviour. Particular attention has been given to creating flexible and reliable systems capable of supporting the demanding movements required to achieve a convincing level of realism. I have also been responsible for the rigging of a hyperrealistic harpoon, developing the necessary controls and technical setup to ensure accurate and functional animation. Throughout Nemesis, my role has involved combining technical problem solving with an understanding of anatomy and movement, creating robust rigging solutions that support the artistic vision of the film and help bring its assets to life.
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O´PARAISO

O'Paraiso is a stylized animated teaser featuring a distinctive hand-painted art style and a carefully crafted visual identity. As a Character Rigger, my main contribution to the project has focused on developing rigging systems for different props, creating functional and reliable setups that allow for flexible animation and precise control. My work has involved building custom controls and deformation systems while ensuring that each rig meets the artistic and technical requirements of the project. Throughout the production, I have also collaborated with other departments to ensure that the rigging workflows integrate smoothly into the animation pipeline and support the project's visual direction.
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SINKRONY

Sinkrony is a stylized animated short film with a distinctive visual style and a strong focus on character and creature design. As a Character Rigger and 3D Modeler, my main contribution to the project has focused on developing the rigs for all the characters and creatures, creating reliable and flexible systems that support expressive animation and natural movement. My work has involved building custom controls and deformation setups adapted to the specific needs and anatomy of each character. In addition to my rigging responsibilities, I was also responsible for modelling the main protagonist of the film, working to ensure that the character's design translated effectively into the 3D production pipeline.

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