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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
  1. 01
    Defined character proportions, visual direction, and production requirements.
  2. 02
    Created high-poly sculpts, production-ready topology, UVs, and PBR textures.
  3. 03
    Optimized 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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RiggingRigging & Animation