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Character · Niche portfolio

Character Modeling & Rigging

Cinematic-grade humans, creatures, mascots. Sculpt, retopo, UV, texture, groom, rig, and shade — production-ready characters built for animation, real-time engines, or virtual production.

Lead time3–8 weeks
Fromfrom $4,550 / character
ComplexityHigh
Deliverables3 types

What this service is

Character work is a different discipline from architecture or product CGI — it requires anatomy knowledge, performance instinct, and a clean technical pipeline. We sculpt the character at film resolution, retopologise for the target engine (Unreal, Maya, Blender, USD), UV-unwrap with texel-density discipline, paint PBR materials, build a production rig with FACS-level facial controls, and groom the hair with XGen or Houdini. The output is a character that an animator can pick up on day one without rebuilding the rig.

Pricing context

USA/AU premium studios: $25,000–$80,000 per hero character. EU mid-tier: €18,000–€55,000. DARK: from $14,400 (≈45% under US premium) — same Maya/ZBrush pipeline, senior rigger included.

How the price is formed

Concept lock + ortho sheet
10%
High-poly sculpt
26%
Retopology & UVs
14%
Texturing (PBR maps)
20%
Rigging + skinning
20%
Lookdev + delivery
10%

How we run it · 5 stages

01

Concept lock

Week 1

Character sheet, turnaround, expression range, costume — locked in 2D before sculpting begins.

02

Sculpt

Week 2–3

High-poly ZBrush sculpt — anatomy, secondary forms, micro-detail. You approve the silhouette before retopo.

03

Retopo, UV, texture

Week 4–5

Game-ready or film-ready topology. Clean UV layout. PBR texture set in Mari or Substance.

04

Rig & groom

Week 6–7

Production rig with FK/IK, facial blendshapes or FACS, XGen hair grooms. Animation-ready.

05

Lookdev & delivery

Week 8

Lookdev passes under your standard lighting rig. Maya/Blender file plus FBX/USD/glTF exports for downstream pipelines.

Tools & technology

ZBrush

Sculpt environment — 20M+ poly hero busts, anatomical detail down to pores and fabric weave.

Marvelous Designer

Cloth simulation source — garments simmed against the body, not modelled by hand.

Maya + Advanced Skeleton

Production rigs — facial blendshapes, IK/FK switching, ready for Unreal or render.

Substance Painter + Mari

Texturing at 8K with UDIM layouts. Skin shaders use SSS, scatter, and hand-painted breakup.

What you receive

Stack

ZBrush Maya Mari XGen Substance Painter

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