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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.

Radcat highly realistic ZBrush likeness portrait

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

Type: Hyperrealistic Concept Role: Concept, Sculpt, Render

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.

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Radcat Studio Identity

Client: Radcat Design Studio Type: Corporate Likeness

Corporate likeness as digital sculpture. I replaced standard headshots with custom portraits using XYZ textures and layered subsurface scattering for the agency team roster.

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Ready to commission a portrait?

Cinematic Look-Dev · Corporate Identity · Likeness Sculpting