3D Character Modeling for Games
A focused service for artists who want to create game-ready 3D characters, from concept blocking to final topology and texture baking.
Live sessions, recorded workshops, and structured programmes — each one built around specific problems practitioners actually run into.
A focused service for artists who want to create game-ready 3D characters, from concept blocking to final topology and texture baking.
Practical work on skeletal rigging, weight painting, and gameplay animations built to run inside a real game engine without breaking.
Each webinar follows a consistent structure so you always know what to expect from the first minute to the last.
Instruction tied to actual game production constraints — polygon budgets, export pipelines, engine-specific gotchas that only surface after 3 years working in a studio.
Sessions average 75 minutes and cover one clearly scoped problem — rigging a character for Unity, baking normals without artefacts, or setting up a modular asset kit from scratch.