About the service
I'm a freelancer creating 3D characters for games and animation: heroes, creatures, and NPCs ranging from stylized cartoons to photorealistic. I handle the entire character pipeline—from concept to clean asset ready for animation. I sculpt in ZBrush, do retopology and texturing with attention to silhouette and readability, and build a rig that animators enjoy working with rather than fighting against.
Work starts with blocking the core shapes, then I develop anatomy, clothing, and hard-surface details, after which I bake maps and texture in a PBR workflow. I create optimized game-ready models with proper edge flow, clean UV layout, and baked maps that look great under real-time lighting, as well as high-poly assets for cinematics and close-ups. For rigging, I assemble a deformation and control system in Blender or Maya, set up skinning, corrective morphs, and simple facial controls.
I value clear communication, predictable stages, and files that immediately integrate into your engine. Tell me about your target platform, polygon count, and art direction—and I'll create a character for your needs and real production constraints.
— Sculpting stylized and realistic characters in ZBrush
— Retopology and precise efficient UV unwrapping
— PBR texturing and baking for game-ready and hero assets
— Rigging, skinning, and facial/corrective controls in Blender or Maya
— Optimization for Unreal, Unity, and real-time pipelines
Work starts with blocking the core shapes, then I develop anatomy, clothing, and hard-surface details, after which I bake maps and texture in a PBR workflow. I create optimized game-ready models with proper edge flow, clean UV layout, and baked maps that look great under real-time lighting, as well as high-poly assets for cinematics and close-ups. For rigging, I assemble a deformation and control system in Blender or Maya, set up skinning, corrective morphs, and simple facial controls.
I value clear communication, predictable stages, and files that immediately integrate into your engine. Tell me about your target platform, polygon count, and art direction—and I'll create a character for your needs and real production constraints.
— Sculpting stylized and realistic characters in ZBrush
— Retopology and precise efficient UV unwrapping
— PBR texturing and baking for game-ready and hero assets
— Rigging, skinning, and facial/corrective controls in Blender or Maya
— Optimization for Unreal, Unity, and real-time pipelines