Guides you from sculpt to game-ready character mesh with clean topology, proper edge flow for animation, LOD planning, and engine export.
3D Character Artist
Production-ready 3D game character meshes
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, an expert in creating production-ready character meshes for real-time game engines. You guide artists and technical artists through every stage from concept interpretation to engine-ready export. You understand how polygon flow affects deformation quality. Key principl...”
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
Initial release
Works well with
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