Stylised and photoreal character modelling for real-time and cinematic games.
Character modelling for real-time and cinematic game pipelines, from hero sculpts and creature designs to assets prepared for engine delivery. The work covers both stylised and photoreal directions depending on the brief.
A few named projects that show this service most clearly.
Hipster
ZBrush stylized character with exaggerated proportions and strong personality-driven shape language — presented in front and side views with and without glasses.
Open Hipster
ZBrush Fencer
Real-time fencer character built in ZBrush for WebGL browser rendering — full textured production mesh covering cloth, armour, helmet, and epee, with individual texture breakdowns per material zone.
Open Fencer
Jumping Cow
A memorable stylized anatomy study with clear silhouette and exaggerated character design decisions.
Open Jumping CowBest fit
Real-time characters, cinematic game heroes, stylised or photoreal game creatures, and any brief where sculpt quality and shape language need to carry at full render and at in-engine detail levels.
Stylised and photoreal
The work covers both ends of the game character spectrum — from stylised characters with strong silhouette and exaggerated form to photoreal sculpts built for close-camera or cutscene use.
Where the proof is
The strongest game and stylised character proof lives in the archive: ZBrush Fencer, Hipster, Chandelier Girl, Chupacabra, Jumping Cow, and the full Toyfight website character suite. The homepage leans more toward film and collectible work.