Facial Systems for Games / Facial Deformation & Wrinkle Data - AAA games
High-fidelity character faces built for animation, deformation and real-time production.
From sculpting and likeness to wrinkle systems, texture datasets and engine integration, I can help build the complete facial pipeline — whether based on scans or created from scratch.
Services:
- High-fidelity facial modeling and sculpting
- Likeness and anatomical reconstruction
- Facial expressions & blendshapes
- Wrinkle map sets
- Texture datasets and facial masks sets
- Scan-based or fully custom workflows
- Engine integration
- Pipeline development and documentation
From digital sculpt → facial data → deformation → real-time character.
Check out my BlogPost about realtime facial realism
Player Hands for First-Person Games
Creating realistic first-person hands that feel like the player's own.
Hands are among the most visible character assets in a first-person game — constantly in front of the camera and under close scrutiny. They need to feel anatomically convincing, respond naturally to movement, and maintain realism in every interaction.
The work covers the complete hand solution: anatomy, sculpting, realistic deformation, skin stretching and compression, wrinkle behavior, texture sets, shading and material response, as well as optimization for real-time rendering.
Particular attention is given to how the skin and underlying forms behave when the hand grips, bends, spreads or compresses — creating believable deformation rather than simply moving a static model.
Applications:
- First-person player hands
- Realistic deformation and wrinkle systems
- Skin texture & shading
- Hand variants and scan-based production
- Real-time optimization and engine integration
- Animation-ready hand assets
From anatomy and sculpting → deformation → textures & shading → engine-ready hands.
Real-Time Eyes & Facial Realism
Eyes are one of the first things people look at — in real life and in a game.
Realistic eyes can dramatically change how believable a character feels, especially during close-up gameplay and cinematics.
I develop and improve real-time eye and facial systems with a focus on natural depth, refraction, reflections, wetness, eyelid transitions, skin interaction and subtle eye movement — while keeping the solution practical for a real-time engine.
My experience includes developing the visual side of the real-time eye system for Metro Exodus, including layered eye geometry, corneal reflections and refraction, tear-line effects, environmental response and micro eye movements. The work required close collaboration with programmers, shader engineers and animators.
When an existing character pipeline does not fully support realistic eyes, skin or facial response, I help identify the visual problems and develop practical solutions together with the technical team.
Applications:
· Real-time eye systems
· Facial realism for games
· Eye shaders & material response
· Refraction, reflections & wetness
· Eyelid and eye-socket transitions
· Micro eye movements
· Facial shading & skin response
· Engine optimization & technical collaboration
From visual problem → artistic solution → real-time implementation.
Check out my BlogPost about realtime eyes and facial realism
Game Character Modeling / Sculpting / Shading / Texturing
We create high-quality realistic and stylized characters and creatures for AAA games and cinematic productions, from high-resolution digital sculpting to production-ready real-time assets.
Our work covers anatomy, likeness, facial expressions, clothing, materials, textures, hair and fur, with attention to deformation, visual quality and technical requirements of the final production.
Characters are developed with the complete pipeline in mind — high-poly sculpting, retopology, UVs, PBR texturing, shading, real-time optimization and engine integration.
AAA Characters · AAA Creatures · Character Modeling · Creature Modeling · Digital Sculpting · Facial Realism · Likeness · Anatomy · Clothing · PBR Texturing · Shading · Real-Time Hair & Fur · Production-Ready Assets
Creature Modeling / Sculpting / Shading / Texturing
We craft realistic and stylized Creatures with detailed materials, textures, and real-time hair and fur.
Custom Metahuman Models
Enhance your project with realistic or stylized, fully customized Metahuman models tailored to your specifications.
Props & Hard-Surface Modeling
Creating 3D props and hard-surface assets for games and cinematics, from functional objects and equipment to detailed hero assets.
Production-ready models with accurate shapes, materials, details and optimized topology for real-time engines or cinematic rendering.
Mobile Game Characters
We create optimized low-poly characters and creatures for mobile, AA and A games, balancing visual quality, performance and production requirements.
Models are built with efficient topology, optimized materials and textures, while preserving strong silhouettes, readable forms and character appeal across real-time platforms.
Low-Poly Characters · Mobile Games · AA Games · A Games · Real-Time Characters · Optimized Assets · Character Modeling · Creature Modeling · Texturing
FAQ
What types of 3D characters can you create?
I create realistic and stylized characters, creatures and digital doubles for AAA, AA and indie games, cinematics and other real-time projects.
Can you create both high-poly and game-ready low-poly characters?
Yes. I can handle the full character workflow from high-poly sculpting to retopology, baking, texturing and optimized real-time assets.
Do you create character clothing and accessories?
Yes. Clothing, armor, accessories and other character assets can be modeled and prepared as part of the character pipeline.
Can you create real-time hair and fur?
Yes. I create and prepare real-time hair and fur for game engines, including production-ready grooming and hair-card workflows.
Do you work on creatures and monsters?
Yes. I create realistic and stylized creatures, from high-detail sculpting to optimized game-ready models.
Can you create custom MetaHuman characters?
Yes. I can create custom MetaHuman characters and likeness-based heads from photographs, scans or other visual references.
Can you work on only one part of a character?
Yes. I can join an existing production at a specific stage — from sculpting, heads and clothing to retopology, textures, hair or final real-time preparation.
Need great assets without unnecessary complexity?
From efficient low-poly models to optimized materials and game-ready assets, I build what fits the project — visually strong, technically clean, and ready for real-time production.
Let’s build something that works.
📨 info@koreyba.art
📨 Contact Form