I’m Athey Moravetz, a senior 3D character artist with 20+ years of experience building end-to-end character pipelines for real-time production. My work spans high-fidelity sculpting and organic/anatomical modeling, clothing and texturing, topology and mesh optimization, and production-ready rigging and corrective systems.
I’ve also specialized in facial rigging and animation workflows for real-time platforms, including MoCap pipelines and ARKit-ready facial setups. Whether I’m leading a character customization system, delivering social-ready avatars, or supporting game and console constraints, I focus on creating modular, performance-optimized assets that look great and work reliably in interactive experiences.
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This character was designed, modeled, sculpted, retopologized, UV’d, Textured, fully rigged and skinned, and exported into Unity for mocap testing. He has a full face-rig with support for ARKit facial mocap.
The textures were intentionally made with a painterly style, emulating the style in things like Arcane.





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