Character Art · Facial Realism · Real-Time
Facial Systems for Games / Facial Deformation & Wrinkle Data
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.
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
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.
Character and Creature Modeling / Sculpting / Shading / Texturing
We craft realistic and stylized characters with detailed materials, textures, and real-time hair and fur. Whether it’s a heroic protagonist, a monstrous creature, or anything in between, we ensure every detail is carefully designed to meet your project’s requirements.
Custom Metahuman Models
Enhance your project with realistic or stylized, fully customized Metahuman models tailored to your specifications.
Need a solution for a difficult character problem?
From likeness reconstruction and facial systems to physical reproduction and production pipelines, I work across the full path from digital sculpt to final application.
Tell me what you need to build.
email: info(at)koreyba.art
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