Character art · ZBrush / Substance

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.

Role — Character Artist Sculpt — ZBrush Textures — Substance Type — Full pipeline
3D character — final render
3D character — wireframe and topology
Wireframe · topology
3D character — render, front view
Render · front
3D character — render, back view
Render · back
Overview

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

What I did

Breakdown

01

Sculpt & topology

High-poly sculpt in ZBrush, then clean low-poly retopology built for animation and engines.

02

UV & texturing

UV layout and full texture set in Substance Painter — baked, painted and tuned for the final look.

03

Shading & render

Final shading, lighting and presentation render that shows the character at its best.

Next project

Drop Pop

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