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Who Am I?

CA, United States
Before I get to the slightly more interesting 'about me': Name's Alex Robles, I'm a CG Artist that dabbles in 2D and 3D worlds. I enjoy video games and watching what I believe to be the best shows, animated or not. Due to this, I also enjoy creating my own stories and occasionally brainstorming game ideas. Not that it really matters, but I'm also a singer that's not currently aligned with any bands, but enjoy my fair share of voice acting and make up my own tunes. If you care enough to read any of this, thanks for sharing your time and staring at the magical light box on your lap or desk just to see my page. On to the colorfulness: Born from entertainment itself is a man of simple, yet uncommon ideas. This man welcomes you to his realm of perpetually developing chicken scratch and Artistic Revelations as the illusionary messenger, X, or Alex Robles to those who don't enjoy somewhat colorful words. In an attempt to find an efficient method of uploading his 'drawrings' without losing priceless time, he decided to 'blog-it-up-a-notch.' So, check the STUFF out while you can!

Thursday, February 5, 2015

Steven Universe 3D Fan Art

Spent a little bit of time creating this in Maya with simple textures in Photoshop.

Sunday, November 23, 2014

Male Body Study Sculpt



A full shot and medium shot of a WIP male body study I'm working on. Maybe I'll retopo, bake textures and try importing it to Unity or Marmoset later.

Sunday, August 10, 2014

Crono 3D Sketch

A Zbrush 'sketch' of Crono from Chrono Trigger I made for fun.

Wednesday, April 30, 2014

Sunday, December 29, 2013

Moblin Scavenger

My take on the dreaded Moblin from Legend of Zelda.

Tuesday, December 24, 2013

An unfinished character I was working on a long while back.

Saturday, October 5, 2013

A few hours in ZBrush. Check out the turn around here.
This was done in support of WayForward and their Shantae Kickstarter. Check out the turnaround here.

Thursday, September 26, 2013


A quick sculpt in ZBrush and some compositing in Photoshop led to this LOZ character being reimagined.

Wednesday, August 14, 2013



These are all products/models I have created and animated for PS Home.


These are all products/models I have created and animated for PS Home.

Tuesday, October 23, 2012

Konami 2012 Halloween Masks




Made with Dynamesh in Zbrush and baked in Xnormal for use in Maya. Extra texture work done in Photoshop.

Secret Agent: Wetsuits



Here's some more work I did at Konami. The Secret Agent line of clothing for Playstation® Home.

Saturday, October 20, 2012

Konami PS Home Halloween 2012 Characters



     Created within specific time and budget constraints with Maya, Zbrush and Photoshop. All bakes took place within Xnormal. Animations and poses by William Lim from www.IwillAnimate.com

Thursday, August 2, 2012

GoGo Raver Girl

A fullbody suit for PS Home I created from design to completion. Surprisingly fun to make and even more satisfying to see finished. Somewhere around 15k tris.

Friday, June 22, 2012


Older PS Home Posters. I did not make these posters, but I did make the characters/clothing in them. I can't wait for our next big releases, then I can put some even more awesome stuff up!!!

Saturday, June 2, 2012




These just came out for PS Home so I'm adding them to my portfolio.

Each set of items has their own challenges, but I figured out a lot of neat techniques in spite of working with a very limited rig, texture/material limitations and having to create everything from concepts to models to animations myself.

These items can be bought on Playstation Home in Konami's store! Get them they're awesome and come with awesome animations!

Wednesday, April 18, 2012

Konami Playstation Home Portfolio Update 2011-Early 2012













Finally got access to stuff I worked on last year that isn't a Konami Owned IP. So all of these are original creations and most of them are best sellers! A mixture of Hi-poly sculpts and Low-poly models. We have script memory and budget limitations so we have to make these quick with as much quality as possible. I'll try to see if I can upload my animation clips as well! In addition to sculpting, baking and retopologizing each asset, the fullbody characters need to be weighted, LODs created, tested and programmed. In most cases I've had to do all of these things myself. Hair lacks transparencies because of dozens of limitations and for the ability to change the hair color if the Player would like. I can't wait till I can show my newer stuff because, as usual, I learned so much on the job with the only other 3D Artist on the team!

Also, working with Playstation Home's SDK only allows for characters and clothing items to built within certain size proportions, their default rig, a limited small number of shaders and with the creation of several LOD meshes. So the realization of certain character types (Anime for example) might be skewed version of what anime characters might look like. This makes things like intricate/overlapping geometry and transparencies nearly impossible.

Saturday, August 28, 2010

Batgirl X Continued!!!!


I'm just a few steps away from her being complete! Just some extra texturing here and there and she'll be done. So far I've only been working on her for less than a week, and soon I'll get back onto Sinestro.

Wednesday, August 25, 2010

Da Fish

I never got to upload a render of this little guy, but I finally got the chance to! It was really fun making him but he's only in about .5 seconds of the graphic he was used in.

Batgirl X : Understanding the true importance of UVs

Batgirl, Barbara Gordon, is another model I've been working on when I take a break from Sinestro. I have made it a habit to fix my UVs again after I've made the sculpt in Zbrush or Mudbox, by adjusting them in Maya using the Smooth UV tool to make sure there's no issue with texture stretching and it's made life a lot easier using either of these programs. Although, I have only been using Zbrush lately due to the fact that most companies I've seen that are hiring are using said program. This beauty's just missing her hair, cape, belt, and detail on the gloves and boots. It's been really fun creating the extra details for her suit in Photoshop.

UPDATED: New Pic with hair and extra work on the accessories!

Monday, March 1, 2010

Super Princess Bros.: Peach

Twas inspired by haikuninja [link] . If I added up the divided time it took to get her this far, I'd say a bit less than a week. She's rigged, nothing to crazy with the face though. Only thing I plan on doing is going into her hair and finishing the texturing there. Overall, really fun. In order to save time, I took her body from the Chrono Trigger models I made and shaped Lucca into Peach. She was made in Maya and textured in Photoshop.