Aquaman – game art by Hexar Studios

3D character modeling services for games and cinematics

Players remember great characters. We build them: realistic or stylized, one hero or a full roster, from first sketch to an engine-ready file that rigs cleanly and animates naturally.

  • NDA before any files are shared
  • Engine-tested before delivery
  • Two revision rounds per milestone

A 3D character studio built around production reality

A beautiful sculpt means nothing if it does not rig cleanly, animate naturally and hold up on both mobile screens and 4K consoles. That is where character art really gets tested.

Hexar Studios builds characters that work in production. Our senior 3D character artists handle high-poly sculpting, retopology, UVs, PBR texturing and LODs, and test every model in your target engine before you see it. We scale with your roster without cutting corners on the art.

Aquaman – game art by Hexar Studios
King Ahwaan – game art by Hexar Studios

Recent 3D character work

A selection from our character portfolio. Click any image to view it full size.

What our 3D character artists build

Every game has its own look. Your characters should feel like they belong in that world.

King Ahwaan – game art by Hexar Studios

Realistic AAA characters

Photoreal heroes and NPCs for PC and console, with skin, cloth and hair detail that survives cinematic close-ups.

Stylized Female Warrior – game art by Hexar Studios

Stylized 3D characters

Strong silhouettes and shape language. We match your style guide or help you build one from scratch.

Stylized Fireboy – game art by Hexar Studios

Mobile and casual characters

Tight poly budgets, baked lighting and hand-painted textures that read clearly on small screens.

Russian Soldier – game art by Hexar Studios

NPC rosters and crowd variations

Modular systems where one base mesh drives ages, body types, outfits and variations without multiplying the workload.

Caucasian Male Mid Age – game art by Hexar Studios

Heads and digital doubles

Likeness work, MetaHuman-ready heads and facial blendshapes for dialogue-heavy and cinematic games.

Armyman Jack – game art by Hexar Studios

VR and AR characters

Low-poly models with custom LODs and clean UVs built around real-time headset performance.

Pey G – game art by Hexar Studios

Planning a hero character or a full roster?

Send the brief today. You get a written scope, timeline and fixed quote within one business day, under NDA.

Our 3D character production pipeline

Six stages, with a review point at each one so you always know where the character stands.

Brief and reference lock

Personality, silhouette, story role, poly budget and engine targets are agreed. Reference boards and written direction are locked before work starts.

Concept and silhouette

2D concepts, silhouettes and orthographic views explore the character from different directions. You pick the direction that fits your world.

High-poly sculpt

Forms, anatomy, cloth and armor are sculpted in ZBrush and Marvelous Designer. You see turnarounds at grey, detail and final sculpt stages.

Retopology and UVs

Clean, deformation-friendly topology built to your poly budget, with hand-laid UVs packed to a consistent texel density.

Texturing and materials

PBR textures in Substance Painter: Albedo, Normal, Roughness, Metallic, AO, plus Emissive, Subsurface or hair-flow maps when needed.

Rig-ready delivery

Final QA in Marmoset or your engine. LODs baked, naming matched to your pipeline, delivered via Perforce, Git or file share.

Deliverables and technical specs

Every asset ships with a clear technical spec. Nothing left ambiguous after handoff.

Files

ZBrush and Marvelous source plus FBX, OBJ, USD or engine-specific formats.

Poly budgets

From about 3k tris for mobile up to 150k+ tris for cinematic heroes.

Texture sets

Albedo, Normal, Roughness, Metallic, AO, with optional Emissive, Subsurface and Translucency.

Texture resolution

512 px up to 8K, depending on your target platform.

LODs

Up to four LOD levels, baked and named to your conventions.

UVs

Hand-laid, non-overlapping and packed to your target texel density.

Rig readiness

Clean quad-based topology ready for weight painting; full rigging on request.

Engine testing

Verified in Unreal Engine or Unity before delivery.

Revisions

Two rounds per milestone; extra scope is quoted before work continues.

ZBrush

Maya

Blender

Marvelous Designer

Substance 3D Painter

Marmoset Toolbag

XGen

Unreal Engine 5

Unity

MetaHuman

Projects that used this service

Predator: Hunting Grounds key art

Characters · Weapons

Predator: Hunting Grounds

30+ playable characters and weapon sets for IllFonic

Back 4 Blood key art

Characters · Creatures

Back 4 Blood

NPC heads, civilians and infected for Turtle Rock Studios

Skull and Bones key art

Characters · Hard surface

Skull and Bones

Character models, heads and ship assets for Ubisoft

3D character modeling questions, answered

Still weighing it up? A 20-minute call with a lead artist usually answers the rest, and we can review your references together.

What poly count ranges do you support for 3D character models?

We work from around 3k tris for lightweight mobile characters up to 150k+ tris for cinematic hero characters. We match the budget to your engine and platform and build the LODs you need from there.

Do you provide rigged and animated 3D characters?

Yes. Rig-ready topology is part of every character delivery. Full body rigging, facial blendshapes and animation are available as add-on services, quoted on the character’s complexity.

How long does one 3D character take?

A stylized mobile character usually takes two to three weeks. A realistic mid-detail character takes four to six weeks. AAA hero characters with rigs, facial blendshapes and multiple outfits can take eight to twelve weeks. We confirm the timeline in writing before production starts.

Can you match our existing character style guide?

Yes. Share your style bible, reference sheets or existing characters and we match silhouette language, texture treatment and polygon density to your established work.

Do you handle facial rigs and blendshapes?

Yes. We set up MetaHuman character rigs and create FACS-based blendshapes and custom facial systems for cinematic and dialogue-heavy games, including ARKit-compatible shapes for mobile capture pipelines.

What happens if a character needs changes after delivery?

Two revision rounds per milestone are included. Anything beyond that is discussed and quoted transparently before we continue, so you stay in control of budget and schedule.

What producers say about working with us

Characters arrived optimized for our pipeline, and every milestone landed on time.

Placeholder testimonialArt Director, PC and console studio

Realistic 3D character by Hexar Studios

The assets dropped into Unreal Engine with almost no fixes on our side.

Placeholder testimonialLead 3D Artist, indie studio

Creature model by Hexar Studios

Consistent quality across a large batch, and they understood our technical limits.

Placeholder testimonialOutsourcing Producer, live-service game

Wyvern creature by Hexar Studios

Ready to add a character your players will remember?

Share your brief and get a written scope, timeline and quote within one business day.