Cinematic character work created during my time at Plarium.
I was responsible for texture painting and look development across multiple cinematic characters, as well as supervising visual quality and consistency of character assets throughout production.
My hands-on work included:
– High-resolution texture painting (Mari)
– Skin shading, material definition and surface breakup
– Lookdev setup and visual polish for cinematic lighting
– Iterative refinement based on cinematic direction and rendering requirements.
In addition to direct production work, I supervised texture and lookdev quality to ensure consistency across multiple cinematics and characters.
This project combines hands-on texture work with visual supervision in a cinematic production pipeline.