ZBrush Fencer — real-time game character.
A full production game character I built in ZBrush in 2018 for real-time WebGL browser rendering — textured mesh covering cloth fencing jacket, armour and mask, fencing helmet and epee. Wide shots, facial close-ups and texture breakdowns per material zone.
- Real-time WebGL character
- Full textured production mesh
- 2018
Built for the browser, not a still
This was a complete production mesh for WebGL delivery — not a hero sculpt for offline renders. Topology, UV layout and texture resolution were all constrained by real-time requirements.
Cloth, armour, helmet, epee
Separate texture passes cover each material zone: cloth jacket, metal armour and mask panels, the full fencing helmet, and the epee blade and handle. Dedicated breakdown renders for cloth, epee and helmet sit alongside the full character views.
Silhouette down to surface
Wide front views, left and right angles, collage layouts and facial close-ups cover the character from full silhouette down to surface texture — the range a game asset review actually needs.
Project gallery
More views, clay renders and material passes.