Kalos451
Work in progress. Provisional placeholder — this biography is a draft written from the studio brief. Final material is on the way.
coming soon
I am a 3D character artist working on heroes, creatures and hard-surface assets for games. Projects start as a blockout and end as a real-time render inside Unreal Engine — visual fidelity intact, production constraints respected at every stage.
Alongside game work I prepare print-ready files: hollowed, pre-supported and sliced in Elegoo SatelLite, then tested on my Elegoo Saturn 4 Ultra 16K before anything gets published.
How I build a character
My own pipeline, seven stages on one timeline: from the reference board to the real-time render in Unreal Engine 5. Click a stage, or drag the playhead, to walk through the build.
Reference
Everything starts on a PureRef board: turnarounds for orthographic projection, the target pose, anatomy and material references. Nothing is modelled before the board is complete.
- Reference
- PureRef
- Blockout & sculpt
- ZBrush
- Retopology & UV
- Autodesk Maya
- Texturing
- Substance 3D Painter
- 2D & texture work
- Adobe Photoshop
- Rigging
- AccuRig
- Look dev, VFX & render
- Unreal Engine 5
- Also in use
- Blender
- Print slicing
- Elegoo SatelLite
- Resin printer
- Elegoo Saturn 4 Ultra 16K