Detail-oriented 3D Modeler with Production Management capabilities more than a years experience working in a collaborative group environment, designing, creating, managing, and completing an animated short film with multiple accolades awarded within the film festival circuit. Interested in further developing a 3D Modeling skill set in a team-based culture inside of the Video Game or Simulation Industry.

  • Proficient in Autodesk Maya, Adobe Suite Applications, and Microsoft Office Suite. 
  • Diversified skill sets include designing, modeling, uving, surfacing & shaders, texturing, animation, lighting, rendering, marketing, advertisement, editing, administrative support, and production management. 
  • Excellent interpersonal, phone, and digital communication skills.
  • More than three years experience in customer support related jobs.

Oviedo, Florida



Winter’s End in the Suburbs is a scene file I made, looking to replicate a neighborhood environment and as winter’s end is drawing near and spring approaches. The model itself was modeled, UV’d, surfaced, lit, and rendered in Autodesk Maya 2018 with shaders intended for Arnold. All texturing, normals, and alphas were done in Photoshop CC.


This 3D Modeled Scene was built with the intention to accentuate my trashcan model, on which the whole environment was based. I wanted it to exist with a surrounding environment for the purposes of giving it an environmental context that would heighten the ability to see it in a scene and also allow for greater aesthetics. The main model itself is higher poly than the surrounding environment on purpose (since in-game/simulation it would be interacted with or seen up close).

Winter’s End in the Suburbs by Grace Monsalvatge on Sketchfab

Press play on the image above to view my model in an online virtual environment. You will be able to check out multiple layers such as normals, wireframes, etc . 

Due to Sketchfab having its own personalized view port system (shaders, lighting, etc) you will not be able to view my Maya lighting setup within but Maya rendered images are located at the end of this page on a slider for you to view.



Environment: 789 Quads 1,514 Tris || Snow: 1,541 Quads 3,082 Tris Trashcan (1): 630 Quads 1,196 Tris  || Total: 4,220 Quads 8,184 Tris


Model has a total of 7 shaders: Below is a list of each: Grass (Alpha), HousePlane (Alpha), StreetLamp, StreetLight (Lightbulb), Environment, Texture, Snow, Trashcan


The whole model uses two 2048 x 2048 texture map, one 2048×2048 alpha map, and two 2048×2048 normal map. ***A smaller texture map can and should be used, but for the purposes of aesthetics, a higher ratio is used***


I began by first modeling a trashcan starting with a cylindrical primitive shape and using different Maya tools, such as “Insert Edge Loop,” and “Extrusion.” I had previously gathered reference images beforehand and used them as a reference as I modeled.

Once finished, I began to UV the trashcan through cylindrical mapping and editing where the seams were by using the new UV tool panel inside of Autodesk Maya 2018. I made sure to turned on “Shaded” which allows the UV shells to be shaded two different colors and flipped those that had reversed UVs. After unfolding, I made sure the checker pattern was distributed equally in size throughout all surfaces, and then aligned all pieces of the UV onto a total 1 UV set.

Texturing was done inside of Photoshop. I imported the UV snapshot from Maya and found free, non-commercial images online that I edited, cut, and placed over certain UV shells. This process was iterative as different images have different layers that need to be added depending on if the picture fits perfectly or needs to have it’s color balance changed, it’s exposure increased, or a myriad of many other things. This was particularly difficult since the main image I used to photoshop was extremely limited in its natural effectiveness to use to texture (I try to only grab free images and it was the only decent one I found). It ended up being cut into a lot of little pieces and then blended into each other using various photoshop tools.

Once the texture was done, I used the newer Photoshop CC filter called 3D>Normal Map to create the normal map for the trash cans, editing the details as I wanted.

After attaching the texture and normal to the object, I decided I wanted to add a really low poly environment around it to give it a “scene feeling” and an overall colder aesthetic. 

Since my main focus was always the trashcans, I went ahead and made a super low poly environment to give the audience a sense of depth and perspective without adding too much extra to the polycount. I also added in the snow at this point, which was made from a flat plane of geometry with many edge loops that I built up using the Maya soft selection tool to look like snow mounds. I then went in after and lowered the count of the edge loops. 

Once the scene was modeled, I UV’d each object separately and combined them together to all fit on one UV plane. After this step, it was utilizing more free images and texturing the UV Snapshot in Photoshop. 

Upon Completion of the environment texture, I also made a normal map as stated already above. And then used the stick up grass texture, as well as the house texture piece to create a transparency or alpha map so it could be see through in the scene.

I then went back into Maya and added the shaders necessary for the image, mostly utilizing the aistandardsurface for right about everything. I adjusted the metalness, roughness, and weight of different sliders. For those that needed transparency, I attached a black/white image into the “opacity” panel under “geometry” in the shader to achieve the cut out look. For the rest, I added the normal map into the Geometry>BumpMap section of the shader and switched the following drop-down menu to “Tangent Space Normals.”

I then went ahead and lit the environment. I then created an Arnold Sky Dome Light for the environment excluding the house plane (as it needed a different light intensity on it for it be visible properly). So I duplicated the sky dome, changed the intensity, and then light-linked it just to the house plane, itself. I also added in a directional light and a rim light to the trashcans to help with the overall light source on the main object of the scene.

Lastly, I set up the camera to the areas of the car that made good shots and rendered different perspective frames. Those can be seen on the image slider below.

Client: Personal Project

Date: January 2018


Expertise Used: Modeling, UVing, Texturing, Surfacing, Lighting, Rendering // PHOTOSHOP CC // AUTODESK MAYA 2018// ARNOLD


Perspectives of the scene inside of Autodesk Maya’s 2018 Renderer: Arnold






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