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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.