I’m Anna, a 3D artist specializing in characters and props for games, VFX, and collectibles for 3D printing. I cover the full pipeline—from high-res sculpting and retopology to UV mapping, PBR texturing, hair grooming, and cloth simulation.
With a strong foundation in freelance production across both 3D and 2D (UI, illustration, and motion design), I bring a versatile eye to every project. Whether crafting game-ready assets, high-fidelity film/VFX elements, or watertight sculpts prepared for physical printing, my focus is always on delivering polished, production-ready work with clear communication and attention to detail.
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A game-ready covered wagon asset created to explore environmental storytelling and real-time rendering. The goal was to balance technical optimization with authentic, weathered narrative details across a full production pipeline.
Pipeline & Responsibilities:
Modeling & Optimization (3ds Max): Clean low-poly geometry and topology, balancing realistic silhouettes with strict real-time performance requirements.
Texturing & Detailing (Substance Painter): PBR texturing with an emphasis on history and material aging—wood grain wear, distressed canvas, and realistic metal oxidation.
Lighting & Lookdev (Unreal Engine): Atmospheric lighting setup and final real-time rendering, showcasing the asset in an immersive environment.
Software: 3ds Max | Substance 3D Painter | Unreal Engine
A dedicated material and surface study exploring complex PBR workflows, micro-roughness breakup, and procedural storytelling.
The focus was on crafting tactile, believable real-time surfaces—balancing organic decay, edge wear, and realistic light interaction across varied industrial and environmental materials.
Software: Substance 3D Painter | ZBrush | 3Ds Max | Vray
Project Description:
A game-ready hard-surface model of the vintage portable TV Šilelis Euromatic 405, focused on retro industrial design and authentic domestic wear.
Key highlights include clean mechanical topology, multi-layered PBR texturing (aged molded plastic, scratches, and CRT glass smudges), and calibrated studio lookdev for real-time engines.
Software: 3ds Max | Substance 3D Painter | Marmoset Toolbag | Unreal Engine
A realistic hero prop study based on a vintage military saddle, focused on advanced hard-surface modeling, organic leather wear, and complex mechanical hardware.
The objective was to balance precise historical construction with authentic environmental weathering, demonstrating a complete texturing and lookdev pipeline for realistic games and cinematic production.
Pipeline & Responsibilities:
High-to-Low Poly Workflow: Modeling the complex curved framework and functional buckles/stirrups, combined with high-res sculpt passes for deep leather folds, tension creases, and edge distress.
PBR Texturing & Weathering: Multi-layered material treatment recreating thick aged leather, cracked finishes, oxidation on brass and iron rivets, and accumulated dust in recesses.
UV Layout & Texel Density: Clean, optimized UV packing ensuring high-resolution fidelity across critical hero elements and readable surface micro-details.
Lookdev & Studio Renders: Calibrated lighting and macro lookdev shots showcasing specular balance, micro-roughness variations, and tactile surface breakup.
Software: 3ds Max | ZBrush | Substance 3D Painter | Vray
A high-fidelity stylized 3D character featuring a dynamic pin-up aesthetic and strong visual silhouette. The focus was on translating expressive character design into clean 3D forms, balancing appealing anatomy, stylized facial expressions, and distinct hard-surface accessories.
Pipeline & Responsibilities:
Character Sculpting & Anatomy: High-poly sculpting focusing on stylized proportions, facial anatomy, dynamic curves, and voluminous hair flow.
Costume & Hard-Surface Assets: Modeling stylized attire, leather gear, and weapon props with sharp, defined forms and clean details.
PBR Texturing & Shading: Clean, stylized material definition emphasizing vibrant color contrast, subtle skin gradients, and readable fabric textures.
Lookdev & Presentation: Expressive posing, atmospheric studio lighting, and final beauty renders designed to showcase character personality and silhouette.
Software: ZBrush | 3ds Max | Substance 3D Painter | Vray
A high-fidelity 3D replica of the classic vintage Coronet 6x9 camera, developed to capture authentic mid-century industrial design, mechanical wear, and realistic physical materials.
The focus was on translating complex curved mechanical forms into clean geometry, paired with a tactile texturing approach that highlights the natural aging of vintage consumer hardware.
Pipeline & Responsibilities:
Sub-D Modeling: Accurate reproduction of complex mechanical silhouettes, dials, lens optics, and the collapsible body with clean subdivision topology.
PBR Texturing & Storytelling: Multi-layered surface detailing recreating pebbled faux leather, chipped enamel, subtle fingerprint smudges, and authentic edge wear on metal parts.
Lighting & Lookdev: Studio lookdev setup designed to highlight material contrast, micro-roughness variations, and optical surface properties.
Software: 3ds Max | Substance 3D Painter | Unreal Engine / Marmoset Toolbag
A realistic cinematic character project based on Emiel Regis from The Witcher 3: Blood and Wine, developed as a graduation piece at New3dge and later refined into a production-level portfolio showcase.
The goal was to push realistic digital human workflows—balancing expressive facial likeness, layered historical costume simulation, intricate hair grooming, and high-fidelity PBR skin shading.
Pipeline & Responsibilities:
Likeness & Anatomy Sculpting: High-resolution digital portrait sculpt capturing Regis’s nuanced, aged likeness, asymmetrical facial features, and intellectual yet predatory aura.
Cloth Simulation & Costume: Multi-layered garment tailoring and simulation featuring heavy wool, worn leather straps, historical apothecary pouches, and physical seam details.
Grooming: Hair, brows, and facial hair grooming focusing on natural density variations, flyaway strands, and believable hair flow.
Texturing & PBR Shading: Multi-channel skin detailing using high-res displacement and realistic micro-roughness, paired with authentic fabric wear, dirt, and leather creasing.
Cinematic Lookdev & Rendering: Film-oriented lighting setup, subsurface scattering (SSS) calibration, and final beauty shots showcasing character personality under contrasting moods.
Software: ZBrush | Marvelous Designer | 3ds Max / Maya | Substance 3D Painter | Vray
An expressive, high-detail fantasy miniature sculpt of a faun, created and optimized for resin 3D printing.
The focus was on dynamic character gesture, intricate hair and horn anatomy, and organic fur sculpting, resulting in a clean, watertight mesh prepared for tabletop gaming and physical collectibles.
Software: ZBrush | Maya | Marmoset Toolbag
A high-detail collectible sculpt of Xaku (Warframe), tailored specifically for high-resolution resin 3D printing.
The focus was on dynamic anatomical posing, intricate skeletal and mechanical fragmentation, and preparing a watertight, manifold mesh with clean keying and cuts for effortless physical production.
Software: ZBrush | 3ds Max | Marmoset Toolbag
A fully optimized, real-time stylized character model based on the concept of Jackie.
The focus was on translating vibrant 2D concept art into a production-ready 3D asset—covering clean low-poly retopology, efficient UV packing, hand-crafted PBR textures, and expressive facial lookdev optimized for games.
Software: ZBrush | Maya | Substance 3D Painter | Marmoset Toolbag
A dynamic, high-detail collectible sculpt of the Avatar of Khaine (Warhammer 40K), designed and optimized for resin 3D printing.
The project emphasizes powerful anatomy, cracked molten surface detailing, and ornate weapon design, with a fully watertight mesh and robust joints prepared for tabletop scale.
Software: ZBrush | 3ds Max | Marmoset Toolbag
A set of stylized 2D character concepts commissioned for Playtika, humanizing classic white chess pieces (Queen, Knight, Bishop, and Rook) into personality-driven game figures.
The project focused on visual storytelling, expressive silhouettes, and iterative design:
Character Identity & Posing: Translating traditional chess roles into distinct personalities—balancing the Queen’s authority, the Knight’s valor, the Bishop’s calm wisdom, and the Rook’s solid defense.
Design Exploration: Developing multiple silhouette, costume, and expression variations for each piece, including masked and unmasked iterations for the Knight.
Production-Ready Visuals: Clean line work, readable shapes, and a vibrant casual/mobile game color palette aligned with client art direction.
Role & Deliverables: 2D Character Design | Concept Art | Iteration Sketches
Client: Playtika
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