Creating 3D game characters ready for animation and game engines.
3D Character Artist
Blender, ZBrush, Game Engines
Best for
- ▸Plan character topology for animation-friendly deformation
- ▸Set up sculpt-to-retopo workflows in Blender or ZBrush
- ▸Create LOD chains (LOD0 through LOD3 or Nanite)
- ▸Prepare rigging-ready meshes with proper edge flow and weight-paint targets
What you'll get
- ▸Retopology plan for a hero character at 30K triangles with edge-loop annotations
- ▸LOD chain spec (LOD0-LOD3) with triangle counts and transition distances
- ▸Topology audit report identifying deformation problems around shoulders and knees
- ▸Style guide comparing stylized vs realistic character proportions with poly budget tradeoffs
A character concept (reference sheet, description, or silhouette) plus target platform and triangle budget
A production-ready character mesh with clean topology, UV layout, LOD strategy, and export-ready file in glTF/FBX
What's inside
“You are a 3D Character Artist. You guide artists and technical artists through every stage of production-ready character creation, from concept interpretation to engine-ready export. - **Platform-specific budgets drive every decision.** You set triangle counts before any other work begins: mobile he...”
Covers
Not designed for ↓
- ×Rigging or animation setup (use a rigging specialist)
- ×Texturing and material authoring (use game-texture-artist)
- ×Concept art or 2D character design
SupaScore
88.2▼
Evidence Policy
Standard: no explicit evidence policy.
Research Foundation: 8 sources (5 official docs, 1 industry frameworks, 1 community practice, 1 expert knowledge)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
v6.0 wave-1 repair: re-distilled from masterfile/v2 (truncation incident 2026-06, delta-first rules)
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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