Character 3D

Concept to rig. The characters your game or film can't shut up about.

↓ see who we've built
The live model

Fear & Loathing

Personal work, built entirely in house — sculpted in ZBrush, textured across 20 material sets, rig on the bench right now. This is the real asset, not a video. Drag him. Spin him. Put him on your desk in AR.

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Studios we've worked with

Our character artist built every character in GRIME II — and rigged every one of them.

Developer
Clover Bite
Publisher
Kwalee
Released
31 March 2026
Platforms
PC · PS5 · Xbox Series X|S
Critics
82 OpenCritic, 35 critics

Modelling, sculpting, retopo, UVs, lookdev and rigging — all characters. Concept direction, animation, environments and engineering were the rest of the team's.

01

Fear & Loathing

The whole pipeline on a character that is entirely ours, so nothing has to be held back.

Personal work

Fear & Loathing

  • ZBrush → Maya
  • 20 material sets
  • Rig in progress

A realistic head is the least forgiving thing you can build — everyone in the room has spent their whole life reading faces, so anything wrong reads instantly even to someone who cannot say why. This one is ours end to end: sculpt, retopo, UVs, lookdev, and the rig currently on the bench.

FINISHED
TOPOLOGYFINISHED
Drag the seam. Same camera on both sides — the wireframe is the one holding the face up.
ZBrush. Full figure and the bust the page is built around.
The head with the hat, glasses and cigarette stripped — the part that has to be right first.
UV layout. Head and face shells, laid out for a 4K set.
Hands. The second thing people read after a face, and the second easiest to get wrong.
02

Built to a budget

Game work is the opposite discipline: a fixed triangle count, textures that have to run in engine, and a character that still has to read from every angle.

Personal work

Celtic Warrior

  • 5 material sets
  • 4K + 2K
  • Marmoset

Built to a budget and documented like it. The sheet is the part most artists never make: every material set with its own texture resolution and triangle count, and the three channels doing the work underneath.

360° turntable
Body4K11,866 tris
Gear4K44,574 tris
Axes4K4,032 tris
Hairs2K35,850 tris
Furs2K9,300 tris
Base colour, normal and roughness for every set. The sheet is the artefact an art director looks for and most portfolios never make.
03

More from the bench

Characters built for games, film and our own shelves. Click any of them to look properly.

Desert wanderer
Biker Girl
Biker Girl · closeup
Love Story — Romeo & Juliet
Phoenix
Alien Crown
Phoenix · alt
Concept board

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Let's build a character

Need a character? Let's talk.

From concept to rig. Tell us who you're bringing to life.

Start a project →We also print them for real

3D character design, from first sketch to game ready

STUDIO WHAT!! designs and builds 3D characters for games, film and cinematics. Our character artist built and rigged every character in GRIME II, developed by Clover Bite and published by Kwalee, which shipped in March 2026 on PC, PlayStation 5 and Xbox Series X|S. We take a character from silhouette sketches through sculpting, retopology, UVs, texturing and rigging, and hand you a clean, engine ready asset that drops straight into Unreal, Unity or your renderer of choice.

Every character is built to move. Anatomy first, then clean edge flow, then a rig with controls animators enjoy using. We work in ZBrush, Maya, Blender and Substance, the same pipeline running inside real productions.

Need the character in the real world too? Our fabrication workshop prints display pieces of the same model, and the Education Lab teaches the exact pipeline we use. Tell us who you are bringing to life on the contact page.

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