
3D Characters
Beyond general 3D modelling, I love shaping strong silhouettes, crafting believable materials, and adding expressive details to characters. My approach balances artistic vision with practical game requirements to create models that feel both unique and optimized for real-time use. Each character is an opportunity to tell a story through careful attention to form, texture, and personality, making them feel alive and engaging within their world.
Circus Magus
ZBrush | Marvelous Designer | Maya | 3ds Max | Substance Painter | Marmoset Toolbag
A stylised 3D character based on Circus Magus – The Apprentice by Marie Magny, created for my final major university project. I focused on sculpting clean, exaggerated forms, constructing complex hair shapes, and developing a strong silhouette faithful to the concept.
Marvelous Designer was used for the corset and base garments, while hard-surface accessories were modeled in Max. The design gave me a lot of creative freedom, and I had a great time experimenting with vibrant colours and playful materials to push the whimsical tone of the piece.
This project challenged my understanding of stylisation and topology flow. I gained confidence in sculpting stylised hair, improved my approach to UV and texture clarity, and learned how to work more iteratively with feedback across the pipeline.








Gladiator
ZBrush | Marvelous Designer | 3DS Max | 3D Coat | Substance Painter | Marmoset Toolbag
A realistic NPC character created from my own concept, based on historical reference. Built to a 25k tri limit with two 2K texture sets, the character features a battle-worn design and a dynamic fighting pose.
I really enjoyed exploring the contrast between different materials—like rough cloth, dented metal, and scarred skin—and pushing the storytelling through texture and pose. The shield and armour were refined with real-world functionality in mind.
This project helped sharpen my eye for material definition, pose believably, and overall storytelling. I also gained a deeper appreciation for how small sculpting and texture decisions can dramatically affect character presence.
Viking
ZBrush | Marvelous Designer | Maya | Substance Painter | Marmoset Toolbag
Based on Valentin Gloaguen’s concept from Degenesis, Black Atlantic Artbooklet. I focused on recreating the character realistically, especially the cloth and materials.
The lighting in Marmoset was set to a warm, campfire glow. Rigging was easier thanks to the defined trousers, allowing for more natural poses.
I researched Viking materials for authentic cloth and shield designs. The shield features a painted deer skull, inspired by Viking hunting motifs. Hair was created with hair strand tools and manually placed cards, though placement and fade could be improved.
I improved cloth sculpting and texturing techniques, plus hair card creation and shader tweaks. Realized the need for more generous retopology to avoid joint stretching during deformation.








Gypsy
ZBrush | Marvelous Designer | Maya | 3ds Max | Substance Painter | Marmoset Toolbag
Based on the concept Gypsy by Siwoo Kim, this character features approximately 40k tris and a focus on realistic cloth and hair. Marvelous Designer was used to create the base garments, refined with sculpting to capture accurate folds and fabric flow. The skirt design was broken into separate pieces for better control and silhouette.
Hair cards were created and placed using splines in 3ds Max to enhance volume and shape without fully covering the scalp. Texturing combined Substance Painter materials with custom alpha maps for accessories, including detailed feather alphas inspired by ostrich feathers.
I improved my ability to simulate realistic fabric using Marvelous Designer and sculpting techniques, refined hair card creation and placement workflows, and enhanced retopology efficiency while preserving detail and silhouette.