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yapım aşamasında olan mmo tabanlı pc ve mobile oyunumuzun hikaye karakter ve resimlerini paylaşacağımız sitemiz tüm görüş öneri ve yorumlarınızı burada paylaşabilirsiniz

Maverick & Goddess: 13 Optimized AAA Hair CollectionElevate your characters with the "Elite 13" collection. Designed by ...
28/03/2026

Maverick & Goddess: 13 Optimized AAA Hair Collection

Elevate your characters with the "Elite 13" collection. Designed by a 3D Concept Artist for developers who demand AAA visual quality without sacrificing real-time performance. This bundle features a Global Texture Architecture and industry-leading VRAM Engineering.

🌐 Global Texture System: One Set for All
The core innovation of this pack: All 13 models share the same 2048x2048 (2K) texture set.

Efficiency: Swap between 13 styles instantly while keeping the same material instance.

Performance: Drastically reduce draw calls and memory overhead in your scene.

Versatility: One global system that works seamlessly across all genders and styles.

🗄️ Technical Specifications

Goddess Series (6 Female Styles)
Long Hair: 10,284 Polys

Bun Hair: 12,096 Polys

Bohem Hair: 14,124 Polys

Tail Hair B: 14,208 Polys

Shorts Hair: 14,424 Polys

Tail Hair A: 14,700 Polys

Maverick Series (7 Male Styles)
Bald Hair A: 2,916 Polys (Optimization King)

Bald Hair B: 3,348 Polys

Fringe Hair: 11,016 Polys

Long Hair: 12,372 Polys

Messy Hair: 13,140 Polys

Classic Hair: 13,500 Polys

Soldier Hair: 14,244 Polygons

💾 VRAM & Optimization Data

Texture Res: Smart 2048px (2K) UVW Set (4x lighter than 4K).

VRAM Load: Average ~16 MB per character (AO: 8-12MB | Normal: 2-4MB).

Maps Included: AO (Targa Lossless), Normal, Color Maps.

Format: MetaHuman, Mobile, and AAA Engine Ready.

🎨 9 Cinematic Color Presets
Includes 9 meticulously calibrated color variants: Black | Blue | Brown | Orange | Pink | Purple | Red | White | Yellow (Expandable shader system for custom colors).

Special Launch Offer

To support the indie community and showcase our technical standards, the full 13-model collection is available for a limited time at $25 USD.

Stop fighting with VRAM. Start creating with Maverick & Goddess.

echnical Note: High-End Assets (Unrigged)

To maintain maximum flexibility for diverse character armatures (MetaHuman, Custom Rigs, etc.), all 13 models are provided as high-fidelity static meshes (Unrigged).

Custom Rig Ready: Perfectly clean topology and UVs allow for effortless skinning to any custom skeleton.

Physics Compatible: The optimized polycount makes these assets ideal for real-time physics simulations (Unreal Engine Cloth, etc.) without heavy performance costs.

Modular Integration: Designed as "Universal Parts" so you can integrate them into your own rigging pipeline instantly.

https://www.fab.com/tr/listings/2ffe36b1-01de-4bf4-a9e1-ed0da693ab89

Iori Utahime: The Cosmic Resonance – Character Concept & Lighting StudyDescription:In this project, I reimagined Iori Ut...
19/02/2026

Iori Utahime: The Cosmic Resonance – Character Concept & Lighting Study

Description:
In this project, I reimagined Iori Utahime from the Jujutsu Kaisen universe, specifically focusing on her "Solo Forbidden Area" ability through a cinematic and cosmic lens. My primary objective was to maintain the smooth surface integrity of the 8K model while balancing the chaotic energy field (aura) with dramatic lighting.

Technical Highlights: Focused on high-contrast lighting (high-key), custom particle systems, and volumetric aura effects.

Composition: Utilized sharp blue light streaks in close-ups to highlight the contrast between her human expression and her divine power.

Artistic Approach: A minimalist void background was chosen to emphasize the energy dispersion and the character's silhouette.

Mikoto – Lore-Driven Character ProjectMikoto is a lore-focused character created as part of a personal narrative explora...
02/02/2026

Mikoto – Lore-Driven Character Project

Mikoto is a lore-focused character created as part of a personal narrative exploration, where visual design supports story, personality, and emotional presence.

Rather than targeting market constraints, this project prioritizes character identity, mood, and storytelling through form, materials, and pose.
Her uniform, posture, and restrained color palette are designed to reflect discipline, internal conflict, and quiet determination — traits central to her background.

This work represents a deliberate shift toward story-first character creation, blending technical discipline with narrative intent.

Tools & Workflow
• Sculpting: ZBrush
• Modeling & Retopology: Maya
• Texturing: Substance Painter
• Rendering: Marmoset Toolbag
• Post-processing: Photoshop

This project allowed me to focus on how lore influences visual decisions, from material choices to lighting and expression.

Ashina Chieh She ShuaiAvatar of Altay KayaAshina Chieh She Shuai is one of the main characters from my original lore uni...
27/01/2026

Ashina Chieh She Shuai
Avatar of Altay Kaya

Ashina Chieh She Shuai is one of the main characters from my original lore universe, which is heavily inspired by Turkic mythology.

In this universe, mythologies are not isolated; they coexist and interact. Ashina Chieh She Shuai stands at the center of this interaction as the avatar of Altay Kaya, serving both as a narrative and symbolic bridge between worlds.

The goal of this character was to blend mythological roots with a modern, cinematic visual approach while maintaining a clean and readable real-time presentation.

Key focus points:

Strong but restrained silhouette

Surface details that reward closer inspection

Subtle storytelling through lighting and expression

This project represents a personal exploration of character-driven storytelling within a real-time–friendly production pipeline.

Production Pipeline:
ZBrush, Maya, Substance Painter, Photoshop, Marmoset Toolbag



























Isolde – Real-Time Game CharacterThis character was created as part of an original narrative-driven game universe. Isold...
15/01/2026

Isolde – Real-Time Game Character
This character was created as part of an original narrative-driven game universe.
Isolde is designed as a grounded yet dark fantasy character, shaped by survival, inner conflict, and personal purpose rather than traditional good–evil archetypes.
The focus of this project was to achieve:
Clear silhouette and strong visual identity
Readable materials suitable for real-time rendering
A character design that supports both gameplay and storytelling

Workflow:
Sculpting: ZBrush
Modeling & Retopology: Maya
Texturing: Substance Painter
Final Render: Marmoset Toolbag
Post-processing: Photoshop
All assets were created with real-time game pipelines in mind.
Feedback and professional critiques are always welcome.













Fantasy Character – 3D ArtZBrush, Maya, Substance Painter, Marmoset Toolbag ve Photoshop kullanılarak hazırlanmıştır.Pro...
20/12/2025

Fantasy Character – 3D Art

ZBrush, Maya, Substance Painter, Marmoset Toolbag ve Photoshop kullanılarak hazırlanmıştır.

Production-ready workflow ve PBR texturing odaklı bir çalışmadır.

Hello everyone,This is my latest character project, "Lord Commander," brought to life using ZBrush and Photoshop. The fi...
12/05/2025

Hello everyone,

This is my latest character project, "Lord Commander," brought to life using ZBrush and Photoshop. The first image (BPR_Composite1.jpg) showcases the final textured and lit render, aiming for a compelling and stoic presence for the character. The second image (BPR_noblank.jpg) is a clay/detail render, offering a clearer view of the sculpt's intricate forms and details, such as the armor elements and cloak texture, achieved in ZBrush.

I focused on detailed sculpting in ZBrush to define the character's distinct features and attire. Subsequently, I handled the texturing, color adjustments, and final compositing in Photoshop to achieve the desired mood and level of realism. This project was a fantastic opportunity to further develop my skills in character design and digital sculpting, and I particularly enjoyed working on the facial expression and the material definition for the clothing.

I hope you enjoy this piece! All feedback and comments are welcome and greatly appreciated.

Thanks for looking!

Software Used: ZBrush, Photoshop

League of Legends - Lux: Miranda Costume Design (Original Concept)Hello everyone! I'm excited to share my original skin ...
07/05/2025

League of Legends - Lux: Miranda Costume Design (Original Concept)

Hello everyone! I'm excited to share my original skin concept for Lux, the Lady of Luminosity - "Lux Crownguard Miranda". Inspired by Demacian nobility, elegance, and the subtle language of dance (a nod to 'mirada' in tango), this concept aims to provide a unique yet fitting aesthetic for Lux.

Design & Concept:

The core idea was to blend Lux's inherent grace and light magic with refined Demacian elements. The design features a distinct color palette of Demacian blue, radiant gold, and pristine white.

Key elements include:

An elegant, asymmetrical dress paired with a structured corset.
Custom-designed accessories featuring a recurring motif derived from the iconic Crownguard symbol (winged sword):
Necklace: Directly using the Crownguard symbol as a pendant.
Shoe Buckles: Incorporating the wing elements into a functional buckle.
Staff: Featuring the symmetrical wings as its headpiece, channeling Lux's magic.
A delicate headband adorned with a Demacia-blue Lotus flower, adding a unique touch.
This multi-use of the core symbol across different elements aims to create strong thematic cohesion throughout the design.

Workflow & Presentation:

The character and assets were primarily sculpted and detailed using ZBrush.
The model was posed from a T-pose base to capture distinct moments.
Multiple renders were created to showcase the design from various angles, focusing on two key poses:
The "Miranda" Dance Pose: An elegant, poised stance designed to showcase the costume details and Lux's inherent grace under clearer, balanced lighting.
The "Final Spark" Ultimate Pose: An artistic and dynamic pose capturing the moment Lux unleashes her power upwards, inspired by the grace of a ballerina rather than just raw force. This scene utilizes dramatic lighting and visual effects (glowing eyes, high-intensity beam with bloom - refined using Photoshop) to create a "visual feast". Renders from front, side, and back angles are provided for this key moment. (You will add the final close-up front render here).
Future Concepts:

This project is the first step in exploring related thematic concepts. I'm currently planning or working on:

Paragon - Serath: Valkyrie Costume Concept
League of Legends - Morgana: "Miranda" Costume Interpretation
League of Legends - Garen: "Cabeceo" Costume Interpretation
League of Legends - Ezreal: "Cabeceo" Costume (Companion to Lux Miranda)
Paragon - Lt. Belica: "L.T. Number One" Costume Concept
Stay tuned for more!

(Optional: Add Software Used: ZBrush, Photoshop, [Your Render Engine if applicable])

Thank you for viewing!

  3D  Baskı  Medya  Sanatı  Tasarım  Modelleme #  #  #  #  #  #  #  # Kira Sloane -Proje Tanımı:Merhaba!Bu proje, kişise...
26/04/2025

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Kira Sloane -
Proje Tanımı:
Merhaba!
Bu proje, kişisel portfolyom için tasarladığım ve hayata geçirdiğim özgün bir kadın karakter konseptidir. Amacım, modern ve 1990'ların modasından etkilenmiş bir aksiyon filmi karakterinin estetiğini yakalamaktı. Çalışma, ZBrush içinde yüksek poli heykel, detaylandırma, malzeme oluşturma ve karakter sunumu konusundaki becerilerimi sergilemeyi amaçlıyor.
Süreç ve Kullanılan Araçlar:
Karakterin heykeli ve tüm detayları (yüz anatomisi, cilt dokusu, saç, giysi, aksesuarlar) büyük ölçüde ZBrush kullanılarak yapıldı.
Karakteri pozlandırmak için ZBrush'ın Transpose Master araçları kullanıldı.
Polypaint ile malzeme tanımlamaları ve renklendirme ZBrush bünyesinde gerçekleştirilmiştir. Deri, deri ve metal gibi farklı yüzeylerin hissini yansıtmak için özel özen gösterildi ve yüzey detayları (gürültü/doku) eklendi.
Son görseller, ZBrush BPR'den alınan render geçişlerinin Photoshop'ta birleştirilmesi ve son işleme uygulanmasıyla oluşturuldu.
Sergilenen Beceriler:
Bu çalışma ile ZBrush'ta yüksek poligon modelleme, karakter tasarımı, doku/malzeme oluşturma ve sunum konusundaki becerilerimi sergilemeyi amaçladım.
Karaktere Black Lagoon'daki Revy'ye benzer şekilde güçlü, aksiyona hazır bir duruş vermeye çalıştım.
Ziyaretiniz ve yorumlarınız için teşekkür ederiz!

Kira Sloane -Project Description:Hello!This project is an original female character concept I designed and brought to li...
26/04/2025

Kira Sloane -
Project Description:
Hello!
This project is an original female character concept I designed and brought to life for my personal portfolio. My goal was to capture the aesthetic of an action movie character with influences from modern and 1990s fashion. The work aims to showcase my skills in high-poly sculpting, detailing, material creation, and character presentation within ZBrush.
Process and Tools Used:
The character's sculpting and all detailing (facial anatomy, skin texture, hair, clothing, accessories) were largely done using ZBrush.
ZBrush's Transpose Master tools were utilized for posing the character.
Material definitions and coloring with Polypaint were carried out within ZBrush. Special care was taken to reflect the feel of different surfaces like skin, leather, and metal, and surface details (noise/texture) were added.
The final visuals were created by compositing render passes taken from ZBrush BPR in Photoshop and applying post-processing.
Skills Showcased:
With this work, I aimed to showcase my skills in high-polygon modeling in ZBrush, character design, texture/material creation, and presentation.
I tried to give the character a strong, action-ready stance, similar to Revy from Black Lagoon.
Thank you for your visit and comments!

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Hello everyone, my latest work, I hope you like it. game ready character model
08/02/2024

Hello everyone, my latest work, I hope you like it. game ready character model

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