Bust or simple sculpt
One bounded sculpt with moderate detail.
- One bust or simple object
- Primary and secondary forms
- Two preview stages
- ZTL and OBJ export
3D Pipeline & Technical Art
ZBrush sculpting develops high-resolution characters, creatures, collectibles, and surface detail from an approved concept and clearly defined final use.
I start with proportion and silhouette, then move through primary, secondary, and surface forms after each major stage is approved. The sculpt can be based on concept art, orthographic views, photographs, or an existing base mesh.
A high-resolution sculpt is not automatically ready for animation, a game engine, or printing. Retopology, UV mapping, texture baking, posing, splitting, and print engineering are separate stages unless they are explicitly included.
The final ZBrush tool and agreed mesh exports are supplied at the approved detail level. Likeness depends on reference quality and permission from the depicted person; exact biometric replication is not promised.
We define the objective, deliverables, dependencies, and success criteria before production starts.
You review working previews, so decisions are made against tangible output.
The agreed revision rounds are used to complete details within scope.
I deliver the agreed files, access, and practical usage notes in an organized package.
3D Pipeline & Technical Art · Delivery
Final pricing is provided after scope, deliverables, and integrations are confirmed.
One bounded sculpt with moderate detail.
One full character or creature sculpt.
One complex sculpt with agreed accessories and detail.
Not by itself. Games normally require retopology, UVs, texture baking, materials, and engine testing. Those stages can be quoted as a separate pipeline.
Yes, with permission and suitable multi-angle reference. Reference quality, expression, hair, and clothing affect the achievable likeness.
Yes, but watertight geometry, wall thickness, part splits, tolerances, and printer constraints require a separate print-preparation stage.
Substance Painter texturing gives an approved 3D asset a consistent PBR surface treatment and exports maps for the renderer or engine named in the brief.
Unity 3D asset preparation converts approved models into correctly scaled, organized, and tested prefabs for a specified Unity render pipeline and version.
Unreal Engine asset preparation turns approved models into correctly configured assets for a specified engine version, platform target, and rendering workflow.
GLB and FBX conversion translates a usable source asset into the requested format while checking geometry, materials, textures, scale, and animation support.
STL model preparation repairs and validates an existing mesh for the scale, wall thickness, tolerances, and downstream process you specify.
3D print model preparation adapts an approved mesh to the build volume, material, process, assembly method, and tolerances of your intended printer.
Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.
Tell me about the project