Hire Me

Technical Expertise

Production Pipeline
& Workflow

A predictable, robust technical pipeline is just as important as the art itself. Discover how I integrate into AAA game studios and high-end feature film VFX teams, delivering production-ready assets that never cause bottlenecks.

Primary Software Stack

  • Sculpting: ZBrush, ZBrush for iPad
  • Modeling/Retopo: Maya, Blender
  • Texturing: Substance 3D Painter
  • Rendering: Arnold, Cycles, Octane
  • Look-Dev & Presentation: Runway, Kling
  • Pipeline: ShotGrid (Shotgun), Perforce

Specialized Integration:
Shotsculpting

In high-end VFX, standard character rigs break under extreme deformation. Shotsculpting (corrective sculpting) requires speed and anatomical precision to fix these shot-specific issues before rendering.

I integrate directly into your studio's tracking software (like ShotGrid), managing rapid iterations, matching precise vertex orders, and executing supervisor feedback without missing a beat. My goal in a VFX pipeline is simple: ensure downstream departments—like lighting and rendering—never have to wait.

The Core
Pipeline

From the initial sculpt to final engine integration, the workflow is built on industry-standard tools and strict adherence to technical best practices. A beautiful sculpt must also be a functional asset.

01

High-Res Digital Sculpting

ZBrush is the heart of the process. Anatomy, primary forms, and micro-surface details (pores, fabric weaves, weathering) are developed with surgical precision. Assets are organised with clean subtool hierarchies and polygroups, ready for internal review or pipeline handoff.

02

Retopology & UV Mapping

The critical translation from high-poly art to performant geometry. Clean, quad-based topology engineered specifically for facial deformation, animation rigs, and real-time game engine limits. UVs are packed efficiently with logical UDIM layouts for high-texel density.

03

Texturing & Engine Prep

Baking high-res maps (Normals, Displacement, ID) and creating robust PBR texture sets in Substance Painter. Final handover is calibrated to the target pipeline — game engine, film renderer, or physical manufacture.

04

Look-Dev & Presentation

Professional lighting, rendering, and cinematic presentation. For client pitches, finished assets can be animated using Runway or Kling — subtle movement that communicates the character's presence far more effectively than a static turntable.

Shotsculpting specialist. Feature film credits. Studio-ready.

Framestore · The Little Mermaid. Available for corrective sculpting, character pipelines, and production sprint integration.

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ZBrush digital sculpt of 3D character by Anna Schmelzer
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Includes AI-animated loop. Sculpt is original ZBrush work.

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