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3D Art

Game-ready characters, weapons, and props. Sculpted, retopologised, UV'd, textured, and delivered to your engine at your budget - with a designer's eye for how the asset will actually read in play.

Character Art Hard Surface Props ZBrush Blender Substance Painter 3DCoat

Characters

Selected work

Cole Ryker

Game-ready character

Lead character for Zero Protocol - a stylised bruiser in powered armour, sculpted for a strong silhouette in third-person play, with a helmeted variant for combat.

Project
Zero Protocol
Role
Sculpt, retopo, UVs, textures
Geometry
42,440 tris, LOD0
Textures
PBR - base colour, normal, roughness, metallic
Engine
Godot, PC / Steam
Tools
Blender, 3DCoat, Substance Painter

Credits Original Northline Works character. Sculpt, model and textures by Peter Fury.

Jimmy Gates

Game-ready character

Named character for Zero Protocol - no armour to hide behind, so the read comes from anatomy and cloth: rolled sleeves, layered shirts and heavy cargo folds.

Project
Zero Protocol
Role
Sculpt, retopo, UVs, textures
Geometry
39,708 tris, LOD0
Textures
PBR - base colour, normal, roughness
Engine
Godot, PC / Steam
Tools
Blender, 3DCoat, Substance Painter

Credits Original Northline Works character. Sculpt, model and textures by Peter Fury.

Male Civilian 01

Game-ready character

Background civilian for Zero Protocol's streets and crowds - built to a leaner budget than the named cast while keeping the same stylised proportions and material read.

Project
Zero Protocol
Role
Sculpt, retopo, UVs, textures
Geometry
25,179 tris, LOD0
Textures
PBR - base colour, normal, roughness
Engine
Godot, PC / Steam
Tools
Blender, 3DCoat, Substance Painter

Credits Original Northline Works character. Sculpt, model and textures by Peter Fury.

Weapons

Selected work

Props

Selected work

What you get

Deliverables

  • Game-ready mesh at agreed tri budget
  • Clean UVs, non-overlapping, packed
  • PBR texture sets at your target resolution
  • Source files - ZBrush, Blender, Substance
  • Engine-ready import, Unreal, Unity, Godot or your proprietary engine

Process

  • Blockout for silhouette approval
  • High-poly sculpt, checkpoint review
  • Retopo & bake
  • Texture pass, checkpoint review
  • In-engine validation & handoff

Need assets built?

Characters, weapons, props - single hero pieces or a full set, to your budget and your engine.