Character Modeling
Character modeling brings together the precision of hard surface work and the sensitivity of organic sculpting. I have modeled production characters from full-body scans, cleaning up raw capture data, rebuilding a clean topology with R3DS Wrap, Maya and ZBrush, and refining each model so it holds up as a character asset rather than a scan. I have also led the development of a character from early visual exploration to final delivery, covering concept design, modeling, sculpting, texturing, look development and a set of blendshapes for facial deformation, and designed a mechanical and organic internal structure that had to read clearly inside a torso. For games, I have worked on a stylized creature that had to match an established design exactly. What I care about most is what happens after my part. Clean, consistent topology means rigging, look development and posing can start without fixing data first, and good edge flow is what lets a face deform convincingly. Whether the role is called Character Modeler, Character Artist or 3D Artist, I approach characters with the same discipline I bring to assets and environments, with extra attention to the details that make a face or a body believable
Character Modeling: 3 professional productions at 3 studios, with “Foundation - Season 3”, “Esports World Cup 2025” and “Lifeform | Head of Modeling”
- Productions
- 3
- Studios
- 3
- Period
- 2024-2025
Productions
2025
2025
2024