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Netta – Stylized Character Asset
Netta – Stylized Character Asset Hero
// Project Definition
Asset:Netta – Stylized Character
Type:Game-ready character asset
Role:Character Artist (Modeling, Texturing, Rigging, Blend Shapes)
Description:A stylized character asset created through a complete production pipeline, from concept and sculpting to final textured, rigged, and shader-presented model suitable for real-time applications.
Tools:
MayaZBrushSubstance PainterBlenderHumanIK RiggingBlend ShapesToon Shader Exploration
Year:2025

Focus: Demonstrating a full character production workflow including sculpting, topology refinement, texturing, rigging, blend shapes, and shader exploration for real-time stylized characters.

Render_Perspective_1.jpg
Render_Perspective_2.jpg
Close Up.png
Smile Wave.png

Character Production Pipeline

Modelling
Concept & Sculpt Development

Concept & Sculpt Development

Developed the character through iterative sculpting in ZBrush, refining facial structure, proportions, and stylized features.

Texturing
Stylized Texturing

Stylized Texturing

Created hand-painted and procedural textures in Substance Painter, experimenting with roughness and normal maps to achieve a stylized, anime-inspired aesthetic.

Rigging
Rigging & Facial Blend Shapes

Rigging & Facial Blend Shapes

Implemented HumanIK rigging and facial blend shapes to support expressive animation and emotional variation.

Shaders
Shader & Look Development

Shader & Look Development

Explored toon-style shaders and lighting setups to enhance stylized presentation and evaluate real-time rendering approaches.

class TechnicalBreakdown {
// Core technical steps
• Sculpted in ZBrush with iterative refinement
• Retopology performed for animation-ready deformation
• Textured in Substance Painter using stylized roughness and colour workflows
• Facial blend shapes created for expression control
• Rigged using HumanIK for pose testing and animation readiness
• Shader experimentation for stylized real-time rendering
}
class Challenges {
// Challenges & Problem Solving
• Resolving topology issues around joints and facial deformation
• Balancing stylization with anatomical readability
• Achieving consistent material response across skin, clothing, and hair
• Integrating blend shapes without breaking mesh structure
• Adapting shaders to support expressive lighting
}

Development Insights

// Key Learnings
• Importance of clean topology for animation and rigging
• How material and shader choices impact character readability
• Iterative refinement through testing poses and expressions
• Managing a full character pipeline from start to finish
// Asset Status
• Completed as a character production pipeline project and suitable for real-time presentation.
• Further animation and rendering improvements could be explored in future iterations.