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Chiarin Anna

Junior 3D Artist

Portfolio

Dal concept al 3D

concept art

— Characters and Environments —

Software: Clip Studio Paint

Vaelis - Main Character
CHARACTER  DESIGN
Hermes - Merchant, NPC 
CHARACTER DESIGN
Armor Sets
PROP DESIGN
Magic Artifact - Levòrth
PROP DESIGN
Medallion Altar
ENVIRONMENT DESIGN
Weapon Collection
PROP DESIGN
Rural Village - Dunmora
ENVIRONMENT DESIGN
Abandoned Dining Room
ENVIRONMENT DESIGN
Abandoned Kitchen
ENVIRONMENT DESIGN
Vaelis - Personaggio di gioco
CHARACTER  DESIGN
Hermes - Mercante, NPC 
CHARACTER DESIGN
Vorath - Divinità Oscura
CHARACTER DESIGN
Set di armature
PROP DESIGN
Collezione di armi
PROP DESIGN
Artefatto magico - Levòrth
PROP DESIGN
Villaggio rurale - Dunmora
ENVIRONMENT DESIGN
Altare magico
ENVIRONMENT DESIGN
Sala da pranzo abbandonata
ENVIRONMENT DESIGN
Cucina abbandonata
ENVIRONMENT DESIGN
Armor Sets -Chardengrave

Each armor set represents a step in the character’s aesthetic and narrative evolution. With every level, the designs feature more intricate details, refined materials, and elaborate ornaments, symbolizing the character’s personal growth and transformation throughout the journey.

PROP DESIGN
Vaelis - Chardengrave

Vaelis is the main character of my video game — a young warrior torn between light and shadow, embarking on a journey of self-discovery while seeking her true destiny.

CHARACTER DESIGN
Hermes (NPC) – Chardengrave

A wandering merchant with a kind heart, passionate about traveling, sharing stories, and trading rare items.

CHARACTER DESIGN
Vorath - Chardengrave

A dark deity embodying destruction, chaos, and the very essence of evil.

CHARACTER DESIGN
Weapon Collection - Chardengrave

Each weapon blends functionality with narrative identity, featuring details that reflect factions, playstyle, and character progression.

PROP DESIGN - Weapons
Dunmora - Chardengrave

Vaelis’s hometown. Its partially ruined houses bear the scars of a traumatic past, marking the protagonist’s origins — a humble place, yet filled with hope.

ENVIRONMENT DESIGN
Medallion Altar – Chardengrave

Hidden in the heart of the castle, this ancient altar holds a powerful secret. Placing all eight medallions into its carved slots unlocks the mechanism leading to the treasured depths below.


ENVIRONMENT DESIGN
Abandoned Kitchen - The Quiet Boy

An inaccessible environment haunted by two hidden monsters. Among esoteric symbols, blood, carcasses, and cobwebs, the room embodies silent, claustrophobic horror.

ENVIRONMENT DESIGN
Abandoned Dining Room - The Quiet Boy

A macabre setting filled with animal remains, dark symbols, and mutilated bodies — the corpses of the house’s former owners: father and son.

ENVIRONMENT DESIGN
Levòrth – Chardengrave

A magical relic that allows Vaelis to channel her inner energy, unlocking a special power during combat.

PROP DESIGN - Magical Artifact
comic book

— Visual Storytelling / Comic Layout —

Software: Clip Studio Paint

Character Design

L'Antiquario

Character Design

La Cacciatrice

Character Design

Vicky Ventura

The Antiquarian

La Cacciatrice

Vicky Ventura

tHE RUBY OF Margali

A dark yet ironic adventure set among mysterious mansions, stolen artifacts, and high-speed chases. Third chapter of an independent graphic novel, fully illustrated and colored by me.
Story: The tale begins in a Southeast Asian country, where the protagonist, Vicky Ventura, steals a magnificent ruby from a lost jungle temple. After a daring escape, she travels to Rome to deliver it to Professor Mallory, the archaeologist who commissioned the theft. But during the exchange, a mysterious woman bursts into the professor’s office, kills him with a crossbow bolt, and demands the ruby from Vicky.
  • Role: Illustrator/ Concept Artist
  • Software: Clip Studio Paint

Character Design

Vicky Ventura

A dynamic and elegant woman in her late 20s, always ready for action. An adventurous archaeologist, she takes on missions to recover precious treasures for wealthy collectors.

Character Design

The Killer

A heavily made-up young woman with long black hair and a slightly gothic look. Dressed in a long black overcoat and combat boots, she exudes a dark, intimidating presence.

Character Design

The Antiquarian

A distinguished man in his 60s, wearing glasses and a Sigmund Freud–style beard. Dressed in a classic English tweed jacket and tie, he is a passionate collector of rare and historical artifacts.

asset creation

— Real-Time Prop Design —

Software: Autodesk Maya - Z Brush - Substance Painter - Unreal Engine 5.4

MEDIEVAL TORCH

FINAL RENDER
Unreal Engine 5.4

Render on a neutral background, created using Sequencer and Movie Render Queue (16×16 samples). The studio lighting setup is designed to enhance the metallic and wooden materials, highlighting wear, rust, and fine construction details.

Real-Time Rendering

Lighting Setup

Material Details

3D MODELING
Autodesk Maya

Low-poly model with clean, optimized topology designed for real-time applications. The structure is built with well-distributed edge loops to ensure a solid silhouette while balancing polygon count and structural detail.

Wireframe Modeling

Game-Ready Asset

Optimized Topology

UV MAPPING
Autodesk Maya

The UVs were manually created using Maya’s Bonus Tools and Auto Unwrap, aiming for an efficient and well-organized layout. Shell padding and arrangement are optimized to prevent artifacts during baking and texturing.

Bake-Ready Layout

Clean UVs

Efficient Unwrapping

TEXTURING
Substance Painter

The textures were created by combining procedural masks with hand-painted adjustments. The materials simulate oxidized metal, chipped paint, and worn wood, consistent with the intended environment style. The export workflow for Unreal Engine includes three texture maps: Albedo, Normal Map, and ORD(Ambient Occlusion, Roughness, Metalness).

Smart Mask

Hand-Painted Details

PBR Texturing

FINAL RENDER - Unreal Engine 5.4

Render on a neutral background, created using Sequencer and Movie Render Queue(16×16 samples). The studio lighting setup is designed to enhance the metallic and wooden materials, highlighting wear, rust, and fine construction details.

Real-Time Rendering

Lighting Setup

Material Details

3D MODELING - Autodesk Maya

Low-poly model with clean, optimized topology designed for real-time applications. The structure is built with well-distributed edge loops to ensure a solid silhouette while balancing polygon count and structural detail.

Wireframe Modeling

Game-Ready Asset

Optimized Topology

UV MAPPING - Autodesk Maya

The UVs were manually created using Maya’s Bonus Tools and Auto Unwrap, aiming for an efficient and well-organized layout. Shell padding and arrangement are optimized to prevent artifacts during baking and texturing.

Bake-Ready Layout

Clean UVs

Efficient Unwrapping

TEXTURING - Substance Painter

The textures were created by combining procedural masks with hand-painted adjustments. The materials simulate oxidized metal, chipped paint, and worn wood, consistent with the intended environment style. The export workflow for Unreal Engine includes three texture maps: Albedo, Normal Map, and ORD(Ambient Occlusion, Roughness, Metalness).

Smart Mask

Hand-Painted Details

PBR Texturing

MEDIEVAL TORCH

FINAL RENDER - Unreal Engine 5.4

Render on a neutral background, created using Sequencer and Movie Render Queue(16×16 samples). The studio lighting setup is designed to enhance the metallic and wooden materials, highlighting wear, rust, and fine construction details.

Real-Time Rendering

Lighting Setup

Material Details

3D MODELING - Autodesk Maya

Low-poly model with clean, optimized topology designed for real-time applications. The structure is built with well-distributed edge loops to ensure a solid silhouette while balancing polygon count and structural detail.

Wireframe Modeling

Game-Ready Asset

Optimized Topology

UV MAPPING - Autodesk Maya

The UVs were manually created using Maya’s Bonus Tools and Auto Unwrap, aiming for an efficient and well-organized layout. Shell padding and arrangement are optimized to prevent artifacts during baking and texturing.

Bake-Ready Layout

Clean UVs

Efficient Unwrapping

TEXTURING - Substance Painter

The textures were created by combining procedural masks with hand-painted adjustments. The materials simulate oxidized metal, chipped paint, and worn wood, consistent with the intended environment style. The export workflow for Unreal Engine includes three texture maps: Albedo, Normal Map, and ORD(Ambient Occlusion, Roughness, Metalness).

Smart Mask

Hand-Painted Details

PBR Texturing

— Other environmental props created with the same workflow —

rAISED BRAZIER

HANGING BRAZIER

MEDIEVAL GATE

CEREMONIAL BRAZIER

ANCIENT CHEST

raised brazier

hanging brazier

medieval gate

cerimonial brazier

ancient chest

IN-ENGINE APPLICATION

The assets were designed as modular and functional elements for an original fantasy-medieval environment, built in Unreal Engine 5.4. Each object was modeled and textured to maintain stylistic and narrative consistency, with particular attention to materials and natural wear. The dynamic lighting, combined with Niagara systems, simulates flame light and movement in real time. The integration demonstrates not only the visual quality of each prop but also their effectiveness within an immersive and optimized environment, following professional real-time game design pipelines and standards.

IN-ENGINE APPLICATION

The assets were designed as modular and functional elements for an original fantasy-medieval environment, built in Unreal Engine 5.4. Each object was modeled and textured to maintain stylistic and narrative consistency, with particular attention to materials and natural wear. The dynamic lighting, combined with Niagara systems, simulates flame light and movement in real time. The integration demonstrates not only the visual quality of each prop but also their effectiveness within an immersive and optimized environment, following professional real-time game design pipelines and standards.

ABANDONED PICK-UP

WORN TOYS

Advanced Production Techniques

For the creation of assets such as leaves, the sofa, and the blanket, specific techniques were used to enhance realism and visual quality:

Micro-Detail SCULPTING
Z Brush

To enhance the quality of foreground assets, I created high-definition sculpts in ZBrush, integrating custom Alpha textures applied with DragRect brushes to sculpt realistic micro-details: cracks, engravings, and organic imperfections consistent with natural material wear. This process enhances the visual impact before texturing, improving light-surface interaction in the final render.

OPTIMIZED BAKING
Substance Painter

The normal map and other derived textures were generated through accurate high-to-low poly baking, optimizing in-game performance without compromising quality. When needed, I also performed baking from simplified geometries, fully leveraging the tools’ potential to achieve a visually rich and efficient result.

CLOTH SIMULATION
Z Brush

For the blanket’s fabric simulation, I used ZBrush’s Cloth Dynamics system, achieving a realistic drape adapted to the scene. I then manually refined folds and surface variations to ensure a believable result under dynamic lighting and in a real-time engine.

ZBrush Detailing

Real-Time Optimization

Dynamic Cloth

DEAD PLANT

DAMAGED SOFAS

— More Info —

ABANDONED PICK-UP

WORN TOYS

ADVANCED PRODUCTION TECHNIQUES

For the creation of assets such as leaves, the sofa, and the blanket, I applied advanced production techniques to enhance realism and visual fidelity:

■   Micro-Detail SCULPTING - Z Brush

To enhance the quality of foreground assets, I created high-definition sculpts in ZBrush, integrating custom Alpha textures applied with DragRect brushes to sculpt realistic micro-details: cracks, engravings, and organic imperfections consistent with natural material wear. This process enhances the visual impact before texturing, improving light-surface interaction in the final render.

■   BAKING OPTIMIZED - Substance Painter

The normal map and other derived textures were generated through accurate high-to-low poly baking, optimizing in-game performance without compromising quality. When needed, I also performed baking from simplified geometries, fully leveraging the tools’ potential to achieve a visually rich and efficient result.

■   CLOTH SIMULATION - Z Brush

For the blanket’s fabric simulation, I used ZBrush’s Cloth Dynamics system, achieving a realistic drape adapted to the scene. I then manually refined folds and surface variations to ensure a believable result under dynamic lighting and in a real-time engine.

ZBrush Detailing

Real-Time Optimization

Dynamic Cloth

DEAD PLANT

DAMAGED SOFAS

IN-ENGINE APPLICATION

The assets were integrated and managed in real time within Unreal Engine 5.4 to build an immersive, narrative-driven environment. The images are taken from the horror short film The Quiet Boy, where I was responsible for modeling, texturing, fine detail rendering, scene composition, and lighting.The goal was to convey a decayed and unsettling atmosphere: each object reinforces the visual identity of an abandoned space, marked by time and neglect. For the vegetation, I used Unreal’s Foliage Tool to optimize the distribution of tall grass across the exterior environment.

IN-ENGINE APPLICATION

The assets were integrated and managed in real time within Unreal Engine 5.4 to build an immersive, narrative-driven environment. The images are taken from the horror short film The Quiet Boy, where I was responsible for modeling, texturing, fine detail rendering, scene composition, and lighting. The goal was to convey a decayed and unsettling atmosphere: each object reinforces the visual identity of an abandoned space, marked by time and neglect. For the vegetation, I used Unreal’s Foliage Tool to optimize the distribution of tall grass across the exterior environment.

Procedural Material

— Beginner-Level Applications—

Software: Substance Designer

STAINED GLASS

Software: Substance Designer
Visualized in Maya

— More Info —

Procedural Material

Stylized Shader

Glass Reflection FX

CONCRETE

Software: Substance Designer
Visualized in Maya

— More Info —

Procedural Material

Architectural Texture

Realistic Surface FX

STAINED GLASS

Software: Substance Designer
Visualized in Maya

— More Info —

Procedural Material

Stylized Shader

Glass Reflection FX

CONCRETE

Software: Substance Designer
Visualized in Maya

— More Info —

Procedural Material

Architectural Texture

Realistic Surface FX

STAINED GLASS

Software: Substance Designer – Visualized in Maya

Description:
Procedural material developed in Substance Designer, inspired by the artistic stained glass of sacred architecture. The geometric pattern and visual style were initially created by following a training tutorial, then reworked and customized to meet the aesthetic and technical needs of my project. Applied to the castle windows, the material casts colorful light reflections onto the floor, enhancing the atmospheric mood of the environment.

Rendering & Visualization:
The material was visualized in Autodesk Maya using the dedicated Substance plugin, directly importing the .sbsar file. A cube-test render was performed to analyze light behavior, refraction, and transparency under controlled lighting conditions, ensuring proper integration before implementation in-engine.

Procedural Material

Stylized Shader

Glass Reflection FX

CONCRETE

Software: Substance Designer – Visualized in Maya

Description:
Procedural material created in Substance Designer to simulate raw concrete surfaces used in columns, foundations, and architectural structures. The material was initially developed by following a tutorial and then customized to visually integrate with my project’s environment. The texture combines surface irregularities and micro-cracks, aiming to achieve a realistic, time-worn appearance for enhanced material authenticity.

Rendering & Visualization:
The material was visualized in Autodesk Maya using the dedicated Substance plugin, directly importing the .sbsar file. A cube-test render was performed to analyze light behavior, refraction, and transparency under controlled lighting conditions, ensuring proper integration before implementation in-engine.

Procedural Material

Architectural Texture

Realistic Surface FX

ENVIRONMENT DESIGN

— Personal Projects—

Software: Autodesk Maya - Z Brush - Substance Painter / Designer - Unreal Engine 5.4

MODULAR CASTLE

Individual project developed during the Unreal Engine course at Tecna Evolution.

The assigned task was to create a game-ready environment suitable for integration into an interactive experience. I chose to design a castle, developing a modular architectural structure to optimize both production time and real-time performance.

The entire scene was modeled in Maya, with dedicated UV mapping and the export of individual modules into Unreal Engine 5.4, where they were organized into Prefab Actors (PLA) for efficient and scalable management.

The materials, created in Substance 3D Designer, follow a PBR workflow aimed at achieving a realistic materiality for stone, plaster, and other architectural surfaces. The environment, currently unfurnished, serves as a solid structural foundation for future gameplay elements, maintaining clean composition, spatial consistency, and optimized performance for real-time rendering.

Game Environment

Level Design

Modular Assets

interactive maze

Designed as a functional extension of the castle, this maze represents an independent environmental level, created to introduce explorative challenges and interactive gameplay mechanics. The modular structure was modeled directly in Unreal Engine, a choice driven by the geometric simplicity of the forms and the need for fast iteration during layout composition.

Inside the maze, players must navigate and solve environmental puzzles by activating buttons that open or close walls, crossing moving platforms, and collecting key items, including a real-time interactive map. These mechanics were implemented using Blueprints, with particular focus on functional clarity and smooth gameplay progression.

The entire scene is immersed in dense dynamic fog, generated via the Niagara system, designed to enhance disorientation and strengthen the atmosphere of tension and suspense. The maze is conceived as an optional challenge tied to the completion of the castle and is fully optimized for real-time rendering.

Blueprint

Interactive Gameplay

Fog & Atmosphere

modular castle

— More Info —

— More Info —

INTERACTIVE MAZE

— Unreal Blueprint Scripting (Beginner Level) —

Trigger-Based Activation System

Activation system using a collision volume at the maze entrance, which simultaneously enables ambient music, sequential lighting, and a Niagara VFX for dynamic fog simulation, creating an immersive atmosphere. At the bottom left, a custom widget displays the player’s real-time position within the maze via a mini-map designed in the style of an ancient clock, consistent with the project’s fantasy-medieval aesthetic.

Moving Platform System

The platforms within the maze are activated sequentially and time-synchronized through a Blueprint Timeline. Their smooth motion introduces dynamic obstacles, increasing the level of challenge and interactivity. The system is fully integrated into the gameplay flow and designed to be expandable, maintaining both architectural consistency and coherence with the overall mechanics of the project.

Interactive Map

Inside the maze, the player can collect a map through a contextual interaction(key E). Once acquired, the map can be shown or hidden with a simple keyboard command (key M). The system is managed using Blueprints and UI Widgets, displaying the player’s real-time position through a fluorescent yellow directional arrow. The map, highlighted by a glowing Niagara VFX, integrates seamlessly into the HUD and aligns with the project’s fantasy-medieval aesthetic.

Interactive Button + Secondary Camera

Interaction is triggered via a collision volume: when the button is pressed (input via trigger), a movable wall opens or closes through a Blueprint event. To provide immediate visual feedback to the player, a secondary camera is activated using Cast to Viewport, showing real-time changes in the scene. The system is fully replicable and allows for modular management of multiple walls and connected cameras.

Inventory System

Developed by following a series of dedicated tutorials and gradually implemented using Blueprints in Unreal Engine. The system allows players to collect, view, and manage items within a UI slot-based interface and is easily scalable for future projects. The focus was on understanding the logic behind data structures, user interface design, and real-time interactions with the game environment.

Open Level + Respawn via Game Instance

A system connecting two game levels using the Open Level node, while maintaining the player’s position and state parameters through a custom Game Instance class. This setup enables a consistent respawn at the initial access point, ensuring narrative continuity and smooth gameplay flow.

Unreal Blueprint Scripting
(Beginner Level)

Trigger-Based Activation System

Activation system using a collision volume at the maze entrance, which simultaneously enables ambient music, sequential lighting, and a Niagara VFX for dynamic fog simulation, creating an immersive atmosphere. At the bottom left, a custom widget displays the player’s real-time position within the maze via a mini-map designed in the style of an ancient clock, consistent with the project’s fantasy-medieval aesthetic.

Moving Platform System

The platforms within the maze are activated sequentially and time-synchronized through a Blueprint Timeline. Their smooth motion introduces dynamic obstacles, increasing the level of challenge and interactivity. The system is fully integrated into the gameplay flow and designed to be expandable, maintaining both architectural consistency and coherence with the overall mechanics of the project.

Interactive Map

Inside the maze, the player can collect a map through a contextual interaction(key E). Once acquired, the map can be shown or hidden with a simple keyboard command (key M). The system is managed using Blueprints and UI Widgets, displaying the player’s real-time position through a fluorescent yellow directional arrow. The map, highlighted by a glowing Niagara VFX, integrates seamlessly into the HUD and aligns with the project’s fantasy-medieval aesthetic.

Interactive Button + Secondary Camera

Interaction is triggered via a collision volume: when the button is pressed (input via trigger), a movable wall opens or closes through a Blueprint event. To provide immediate visual feedback to the player, a secondary camera is activated using Cast to Viewport, showing real-time changes in the scene. The system is fully replicable and allows for modular management of multiple walls and connected cameras.

Inventory System

Developed by following a series of dedicated tutorials and gradually implemented using Blueprints in Unreal Engine. The system allows players to collect, view, and manage items within a UI slot-based interface and is easily scalable for future projects. The focus was on understanding the logic behind data structures, user interface design, and real-time interactions with the game environment.

Open Level + Respawn via Game Instance

A system connecting two game levels using the Open Level node, while maintaining the player’s position and state parameters through a custom Game Instance class. This setup enables a consistent respawn at the initial access point, ensuring narrative continuity and smooth gameplay flow.

Trigger-Based Activation System

Activation system using a collision volume at the maze entrance, which simultaneously enables ambient music, sequential lighting, and a Niagara VFX for dynamic fog simulation, creating an immersive atmosphere. At the bottom left, a custom widget displays the player’s real-time position within the maze via a mini-map designed in the style of an ancient clock, consistent with the project’s fantasy-medieval aesthetic.

Moving Platform System

The platforms within the maze are activated sequentially and time-synchronized through a Blueprint Timeline. Their smooth motion introduces dynamic obstacles, increasing the level of challenge and interactivity. The system is fully integrated into the gameplay flow and designed to be expandable, maintaining both architectural consistency and coherence with the overall mechanics of the project.

Interactive Map

Inside the maze, the player can collect a map through a contextual interaction (key E). Once acquired, the map can be shown or hidden with a simple keyboard command (key M). The system is managed using Blueprints and UI Widgets, displaying the player’s real-time position through a fluorescent yellow directional arrow. The map, highlighted by a glowing Niagara VFX, integrates seamlessly into the HUD and aligns with the project’s fantasy-medieval aesthetic.

Interactive Button + Secondary Camera

Interaction is triggered via a collision volume: when the button is pressed (input via trigger), a movable wall opens or closes through a Blueprint event. To provide immediate visual feedback to the player, a secondary camera is activated using Cast to Viewport, showing real-time changes in the scene. The system is fully replicable and allows for modular management of multiple walls and connected cameras.

Inventory System

Developed by following a series of dedicated tutorials and gradually implemented using Blueprints in Unreal Engine. The system allows players to collect, view, and manage items within a UI slot-based interface and is easily scalable for future projects. The focus was on understanding the logic behind data structures, user interface design, and real-time interactions with the game environment.

Open Level + Respawn via Game Instance

A system connecting two game levels using the Open Level node, while maintaining the player’s position and state parameters through a custom Game Instance class. This setup enables a consistent respawn at the initial access point, ensuring narrative continuity and smooth gameplay flow.

— More Info —

tHE QUIET BOY

The Quiet Boy

Individual project developed as the final work for the Multimedia Design 3 course.

The images showcase environments created for The Quiet Boy, a horror short film set in an abandoned, decaying house. I handled the entire environment design process: from asset modeling and scene composition to lighting setup and atmospheric rendering. Every element — objects, textures, and lights — was carefully designed to reinforce the narrative tone and evoke a sense of decay, unease, and temporal suspension. Each room tells its own story: from the blood-stained kitchen to the cobweb-filled living room, every detail enhances the feeling of abandonment and discomfort.

The assets were modeled in Maya and ZBrush, with special attention given to foreground elements and light-interacting surfaces. The nighttime lighting, deliberately dark, was calibrated to emphasize the psychological and unsettling aspects of the space. Materials were optimized for real-time rendering in Unreal Engine 5.4, while the outdoor vegetation was generated using the engine’s native foliage tools.

Environment Design

CGI Production

Visual Storytelling

CHARACTER DESIGN

Software: Autodesk Maya - Z Brush - Substance Painter - Unreal Engine 5.4

MONSTER

— More Info —

  1. CHARACTER RESEARCH & CONCEPT - Clip Studio Paint

    Moodboard and visual research for the development of the project’s main creature. The study phase focused on monstrous anatomy, human contaminations, and organic details, explored through targeted references for the body, face, and dentition. The final concept merges these influences into a coherent and distinctive design, featuring a dedicated color palette and a layout optimized for the next stages of 3D sculpting and texturing.

  2. CHARACTER SCULPTING - ZBrush

    High-poly sculpting of the creature, created in ZBrush based on references and the initial concept. The goal was to achieve a believable yet unsettling morphology, consistent with the project’s horror-fantasy atmosphere.

    The workflow was divided into several stages:

    • Primary Shape Blocking — Defined overall proportions and silhouette starting from a base mesh, using Dynamesh alongside the Move and ClayBuildup brushes to sculpt organic volumes and unnatural postures.
    • Anatomical Refinement — Gradual subdivision of geometry to sculpt musculature, limbs, and body deformations, enhancing the creature’s monstrous appearance.
    • Advanced Detailing — Added skin engravings, veins, and micro-surface roughness using custom alpha textures with the DamStandard brush in DragRect mode, creating surface variation to support later texturing.
    • Additional Elements — Extracted human skin patches from the face using dedicated SubTools, sculpted horns and skin filaments with Snake Hook and Sculptris Pro, and refined credible lacerations through Boolean operations.
  3. RETOPOLOGY – ZBrush, Maya

    After the sculpting phase, I used Decimation Master in ZBrush to reduce the high-resolution mesh while preserving all primary details. The model was then exported as FBX and reworked in Maya through manual retopology using Quad Draw, creating a clean and optimized topology suitable for future animation rigs.

    The polygon flow was carefully designed to ensure natural deformation in critical areas (shoulders, elbows, pelvis, knees), with strategically placed loops to maintain smoothness and stability during movement.

    High-Poly Model (ZBrush)

    Retopologized Mesh (Maya – Quad Draw)

    — Toggle Wireframe —

  4. UV MAPPING – Maya

    After the retopology phase, I created a clean and optimized UV layout designed for PBR texturing in Substance Painter. To ensure high visual quality on the main character, I adopted the UDIM workflow on the primary body mesh, distributing the UVs across multiple tiles to increase texture resolution. The tile organization was carefully structured to maximize visual fidelity, simplify material management, and maintain full compatibility with real-time rendering engines.

  5. TEXTURE BAKING & TEXTURING – Substance Painter

    To preserve the high-resolution sculpt details while optimizing performance, I performed targeted baking in Substance Painter, transferring data from high poly to low poly (normal, curvature, AO). The model, previously retopologized and UV-mapped using UDIMs, was thus prepared for real-time PBR texturing.

    The texturing process followed a layered approach inspired by human physiology:

    • I recreated multiple subsurface layers(blood, muscles, bones) using controlled color variations and custom brushes, before applying the final skin texture with microstructural imperfections(pores, wrinkles, cracks).
    • Occlusion and curvature maps guided the organic distribution of these fine details.
    • To achieve a realistic skin effect, I implemented Subsurface Scattering (SSS), using the thickness map as a base and manually refining it to emphasize translucent areas such as the ears, face, and joints.
    • Special attention was dedicated to the eyes and the stitched human skin on the creature’s face, created through a stencil projection technique: this allowed precise transfer of photographic details, enhancing the expressiveness and realism of the character.

    Base Color

    ORM (AO + Roughness + Metallic packed)

    Normal Map

    Subsurface Scattering (SSS)

  1. RIGGING & SKINNING - Maya, Advanced Skeleton + NG Skin Tools

    To animate the creature, I implemented a complete rigging and skinning system in Maya, using Advanced Skeleton for automated biped skeleton generation and NG Skin Tools for advanced influence management. The process followed a professional pipeline optimized for game engine integration:

    • Mesh Cleanup — Deleted history, froze transformations, and prepared the scene for rigging.
    • Biped Skeleton with Advanced Skeleton — Guided creation of joints and primary controls, enabling Game Engine mode to ensure full compatibility with real-time environments.
    • Bind Skin — Connected the model to the skeletal structure, making it ready for deformation.
    • Skinning with NG Skin Tools — Manually painted influence weights to achieve realistic movements and correct unnatural deformations. Weight distribution was managed through a color-coded system for precise visual control.
    • Special attention was given to critical deformation areas(shoulders, elbows, knees) to ensure smooth, natural bending, even in extreme poses.
  2. CHARACTER ANIMATION – Maya

    For the creature’s animation, I initially explored a gorilla-style walk, but the narrow corridor space limited its feasibility. I then opted for a dinosaur-inspired gait, analyzing a frame-by-frame video reference (Reference: Dinosaur Walk Cycle Tutorial ) to study posture, balance, and motion dynamics. These movements were then adapted to my character to achieve a threatening, non-human walk cycle that remains fluid, immersive, and fully consistent with the creature’s identity and the environmental constraints.

  3. BAKE ANIMATION & EXPORT to Unreal Engine – Maya

    After creating the rig with Advanced Skeleton, I cleaned up the Outliner by removing automatically generated groups to prevent errors during export. To ensure full compatibility with Unreal Engine, I performed a Bake Animation on the entire hierarchy starting from the Root node, explicitly saving every single frame.

    This process prevents interpolation issues in real-time engines and guarantees accurate animation playback. The export was carried out using Maya’s Game Exporter, with the Bake Animation option enabled in the FBX panel. The result is a clean, optimized file ready for direct integration into the game engine.

— Final Result —

Additional Animations

Software: Autodesk Maya

dance shot

Animation created in Maya as the final project for the Digital Animation Techniques course. The choreography was entirely hand-crafted using keyframes, with a strong focus on fluidity, balance, and rhythm of motion.

Character Animation

Keyframe Animation

Dance Animation

ACTION shot

Exercise created in Maya for the Digital Animation Techniques course. The animation was developed using keyframes on a pre-rigged character, exploring running dynamics, jump mechanics, and a superhero landing pose.

Character Animation

Keyframe Animation

Jump & Run Animation

dance shot

Animation created in Maya as the final project for the Digital Animation Techniques course. The choreography was entirely hand-crafted using keyframes, with a strong focus on fluidity, balance, and rhythm of motion.

Character Animation

Keyframe Animation

Dance Animation

ACTION shot

Exercise created in Maya for the Digital Animation Techniques course. The animation was developed using keyframes on a pre-rigged character, exploring running dynamics, jump mechanics, and a superhero landing pose.

Character Animation

Keyframe Animation

Jump & Run Animation

dance shot

Animation created in Maya as the final project for the Digital Animation Techniques course. The choreography was entirely hand-crafted using keyframes, with a strong focus on fluidity, balance, and rhythm of motion.

Character Animation

Keyframe Animation

Dance Animation

action shot

Exercise created in Maya for the Digital Animation Techniques course. The animation was developed using keyframes on a pre-rigged character, exploring running dynamics, jump mechanics, and a superhero landing pose.

Character Animation

Keyframe Animation

Jump & Run Animation

game design & Worldbuilding

— Original Creations—

Cooming Soon !

An original dark fantasy video game, entirely conceived and developed by me.
A narrative-driven adventure where emotions, moral choices, evocative environments, combat, and mystery intertwine within a world divided between light and darkness.

It will be the player who determines their own fate:
will they follow the path of Purity or surrender to Corruption?
Two paths. Two journeys. Two completely different stories.

An original dark fantasy video game, entirely conceived and developed by me.
A narrative-driven adventure where emotions, moral choices, evocative environments,
combat, and mystery intertwine within a world divided between light and darkness.

It will be the player who determines their own fate:
will they follow the path of Purity or surrender to Corruption?
Two paths. Two journeys. Two completely different stories.

Let’s Create Something Meaningful!

If your project needs a creative eye, an organized mind, and a genuine passion for the digital world… I’m ready to collaborate.

Thank you! Your submission has been received!
Oops! Something went wrong while submitting the form.

Let’s Create Something Meaningful!

If your project needs a creative eye, an organized mind, and a genuine passion for the digital world… I’m ready to collaborate.

Thank you! Your submission has been received!
Oops! Something went wrong while submitting the form.