About

I'm Alessandro Montali, a 3D artist based in Emilia-Romagna, Italy. Over the past ten years I've worked on rendered images, interactive applications and characters for games.

My starting point is often a photograph or a piece of concept art. For a still image, I pay close attention to how lighting, composition and surface finish work together. For a game asset, I also have to consider how the model will hold up once it's textured, animated and running in the engine.

UFO-ADV

3D Rendering Artist & 3D Modeler · 2025–present

Rendering is my main responsibility at UFO-ADV, where I work primarily in 3ds Max. I also model assets for production and occasionally edit video. The role draws on both sides of my practice: building the geometry and working out how to present it in the finished image.

Suprema

3D Generalist · Casalgrande, Italy · August 2018–2025

I spent seven years at Suprema in a full-time generalist role. I modeled, textured and rendered complex assets, and worked on rigs, animations and simulations. Technical problem-solving was a central part of the job. My responsibilities extended from working on an individual asset to developing real-time and VR applications in Unreal Engine 4.

I also explored new production tools, including Shining 3D scanners and AI techniques. Scanning gave me another way to approach a modeling problem: starting from a physical object as well as working from photographs or concept art.

Freelance & indie games

3D Artist · Remote collaborations

I worked remotely with indie teams to gain hands-on experience with game production. Those collaborations included 3D art for BreakerBox Studios and work with Gamma Minus on Cold Comfort.

For Bulletrage, now Death Carnival, I modeled, textured, rigged and animated ten characters, each with four variants. I followed the lead developer's specifications across all four stages. That project let me carry the same characters from geometry through to movement.

Assets & materials

For game-ready assets, my workflow covers high- and low-poly modeling, baking, texturing, export and integration into the engine. I also build cinematic assets and work with modular workflows. Procedural materials and physically based texturing are particular strengths of mine.

I use Substance Designer and Substance Painter for materials and textures. My wider toolkit includes 3ds Max, Maya, Blender and ZBrush for modeling and sculpting, Corona Renderer and KeyShot for rendering, and Unreal Engine and Houdini for real-time work and effects.