Digital Portraiture and Likeness Sculpting
I sculpt for likeness — macro anatomy in ZBrush, micro detail from XYZ displacement, and layered skin shading for corporate identity, advertising, and VFX.
A convincing portrait starts with you — your ideas, your story, and the references you bring. We work back and forth until those foundations become a digital sculpture built on rigorous anatomy.
This is where reference meets interpretation. I keep control over stylisation and expression so the final piece captures more than a physical match — the mood and surface complexity your pipeline needs.
The Hyperreal
Pipeline
I lock macro anatomy with Zremesher and reprojection, then add micro-surface detail — pores, dermal wrinkles — via Textures XYZ displacement.
Skin colour and diffuse maps go through Substance Painter; grooms in XGen or Blender geometry nodes; final lighting in Blender Cycles with layered subsurface scattering for epidermal, dermal, and subdermal response.
Portrait with Waves and my Radcat likeness work show the full stack in practice — anatomy first, then displacement, then lighting that reads as skin rather than plastic.
Featured Portraits
Portrait with Waves
A character study with sculpted wave-form hair instead of procedural groom — hard-surface logic applied to organic portraiture. ZBrush Top Row 2021, CG Society Hall of Fame.
View Full Detail →Radcat Studio Identity
Corporate likeness as digital sculpture. I replaced standard headshots with custom portraits using XYZ textures and layered subsurface scattering for the agency team roster.
View Full Detail →Ready to commission a portrait?
Cinematic Look-Dev · Corporate Identity · Likeness Sculpting