Kalos451

Work in progress. Provisional placeholder — this biography is a draft written from the studio brief. Final material is on the way.

Portrait
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.

Capability
Character sculpting95
Real-time look dev88
Retopology & UV84
PBR texturing90
Print preparation78

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.

Pipeline timelineSTAGE 01 / 07 · FRAME 012
000020040060080100120
FRAMES 000–012

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.

OutputReference board
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
02
Portfolio projects
02
Game projects
07
Pipeline stages
Q4
Next opening
Brief received Reply within 48 hours.