3D Character
A character taken through the full pipeline: sculpting, high / low-poly, retopology, UV, texturing, shading and the final render. Every stage by one pair of hands.



Sculpt to final render
This character exists to demonstrate the whole pipeline, not just the pretty end of it. From the first sculpt in ZBrush through high / low-poly bake, retopology and UVs, to texturing in Substance and the final shaded render.
It's the workflow behind every game-ready asset — and the 3D foundation that informs my level design work: knowing exactly what assets cost to make and how they behave in an engine.
Sculpt ZBrush
Retopo / UV RizomUV · UVLayout
Textures Substance Painter
Output Game-ready + render
Type Solo piece
Breakdown
Sculpt & topology
High-poly sculpt in ZBrush, then clean low-poly retopology built for animation and engines.
UV & texturing
UV layout and full texture set in Substance Painter — baked, painted and tuned for the final look.
Shading & render
Final shading, lighting and presentation render that shows the character at its best.