
// 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.




Character Production Pipeline
Modelling

Concept & Sculpt Development
Developed the character through iterative sculpting in ZBrush, refining facial structure, proportions, and stylized features.
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
Implemented HumanIK rigging and facial blend shapes to support expressive animation and emotional variation.
Shaders

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.