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Mag pouch sculpt to final texture. Bungee cord tension, worn fabric, and MOLLE stitching all hand detailed for that battle worn tactical look. Small props matter just as much as the big pieces.
#GameArt #SubstancePainter #3DProps #TacticalGear #ZBrush
Full turnaround sculpting every angle of the pistol and SMG before moving to texture. Grip, slide, rail system, folding stock nothing left flat.
#HardSurfaceModeling #WeaponArt #3DModeling #GameArt #ZBrush
Weapon topology check Clean wireframes on the SMG and pistol before texturing every panel line and grip pattern modeled by hand. Game ready and animation ready.
#HardSurfaceModeling #WeaponArt #3DModeling #GameArt #ZBrush
Texturing pass in Substance Painter 🎨 Layering dirt, wear, and stitch detail into the outfit belt rig, holster, and gear all getting their grime and grit. From clean mesh to lived in survivor. 🧵
#SubstancePainter #TextureArt #3DArt #GameArt #WIP
Behind the scenes: pattern making in Marvelous Designer .Every seam starts flat before it's simulated into cloth. Tank top, cargo pants, backpack, belt built piece by piece before the final sculpt.
#MarvelousDesigner #ClothSimulation #3DArt #GameArt #WIP
SOMETHING BIG IS COMING 🏆🔥🔥
Spent almost a month building a post apocalyptic mercenary character from scratch full body, weapons, gear, motorcycle, and a custom UE5 lighting pass. Here's the full breakdown
#3DArt #GameArt #CharacterArt #UnrealEngine #ZBrush
Full 360 view of the hair grooming pass for this character setup! 💇♀️✨
What’s your preferred workflow for curly and wavy grooming—XGen, Ornatrix, or custom hair cards?
#3Dart #DigitalSculpting #CharacterArt #TechArt #Grooming #GameDev #3DModeling
Got the custom facial GUI wired up alongside hair physics and Sequencer integration to push cinematic fidelity in real time.Fine tuning the corner roll, nasolabial blend shapes, and gaze targeting to keep performance snappy and expressive.#characterdesignㅤ #UnrealEngine #Rigging
Setting up bone physics simulation using Kawaii Physics in Unreal Engine.
Nailing realistic hair physics without tanking performance takes a bit of fine tuning..
UnrealEngine #UE5 #GameDev #IndieDev #3DAnimation #TechArt #Realtime3D
Gabriel Samuel ( COMMISSION OPEN ) retweeted
Gear up your heroes, watch them slay enemies (Demo on Steam! ⚔️)
Testing the facial rig and dynamic physics in action.
A quick look at the facial setup, micro-expressions, and real-time hair movement under wind simulation. Seeing a character come to life after weeks of pipeline work is always the best part. #CharacterAnimation #UE5 #3DArtist
Final look running in real-time.
Brought all the pieces together inside Unreal Engine custom lighting setup, sub-surface skin scattering, and real-time hair physics.
Drop your thoughts below!
#UnrealEngine #UE5 #RealTime #3DCharacter #GameArt #DigitalHuman #Portfolio
Bringing character to the skin map.
Texturing pass focusing on real skin imperfections freckles, subtle redness, scars, and pore maps inside Substance Painter. Imperfections are what make digital humans feel grounded. #3DTexturing #CharacterArtist #ZBrush #GameArt
Grooming pass complete
Testing strand direction, volume, and silhouette on the grey model before moving to real-time hair shaders. Hair grooming always requires balancing technical performance with visual flow.
What’s your preferred tool for hair grooming in 3D?
#3DCharacter
Garment Creation..
Everything starts with the structure.
Building realistic clothing folds and layered patterns for my latest character using Marvelous Designer. Getting the weight and drape of the jacket right makes all the difference before texturing.
#GameDev #characterdesign


















