3D Modeling & Texturing/2019
3D Generalist Art
A collection of 3D characters created for games and real-time productions, covering the full character art pipeline from modeling and sculpting to texturing, optimization, and engine integration. Each project explores different visual styles while maintaining production-ready standards.
MayaBlenderZBrushSubstance Painter
Challenges
- Adapting workflows to different artistic styles and production requirements
- Balancing visual quality with real-time performance constraints
- Maintaining clean topology and deformation-ready geometry
Solutions
- Developed optimized high-poly and low-poly workflows
- Applied efficient retopology, UV, baking, and texturing techniques
- Prepared characters for rigging and real-time engine integration
Results
- Production-ready characters for games and real-time applications
- Consistent visual quality across different styles
- Optimized assets prepared for animation and engine pipelines
/ Gallery
Cyborg Demon
/ Process
- 01Defined character proportions, visual direction, and production requirements.
- 02Created high-poly sculpts, production-ready topology, UVs, and PBR textures.
- 03Optimized and prepared final characters for rigging, animation, and real-time integration.
/ Technical
- High-poly sculpting and low-poly modeling
- Retopology and deformation-ready topology
- UV mapping and texture baking
- PBR texturing and material creation
- Hair and clothing workflows
- Real-time optimization and engine integration
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