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کاراکتر می‌سازم (رئال و استایلایز) 🎨
طراحی محیط، تکسچر، گروم مو، رندرینگ
تصویرسازی، ویدیو و صدا با هوش مصنوعی 🤖
موشن‌گرافیک، تدوین، عکاسی 🎥
POSTS STORIES REELS TAGGED
AAA Dwarf Character Hair Card Update | Game-Ready Hair Cards for Stylized & Realistic Characters
Looking for production-ready hair for your game characters? I’m available for hair card work, including this AAA-quality dwarf character update.
What’s included in this update:
Optimized hair card layout built for real-time engines (Unreal Engine / Unity)
Clean topology and efficient UV usage for a low draw-call, low-overdraw result
Realistic flow, layering, and silhouette that stay readable from gameplay distance and in cinematics
Beard and mustache cards with natural volume, clumping, and detail
Hair that reads well in close-ups without breaking performance budgets
Why work with me:
I focus on hair cards that hold up in real production, balancing visual quality with performance. Whether you need a hero character, an NPC, or a full cast of stylized or realistic characters, I deliver clean, game-ready results with fast communication and attention to detail.
Available for hire:
I’m open to freelance and contract projects, including hair cards, beards, and character grooming for games, cinematics, and portfolio pieces. Send me a message and let’s talk about your project.
📌 See more of my work: https://www.artstation.com/hadihalimi4
💼 Let’s connect: https://www.linkedin.com/in/hadi-halimi-273b54211/
Please consider me for your next project. I’m actively looking for new work and collaborations, so if you like what you see, hire me and let’s build something great together.
#HairCards #DwarfCharacter #GameArt #CharacterArtist #AAA by @hadi.arrow1345
0
3 days ago
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جدیدا ابتلا به ویروس کرونا خیلی خیلی زیاد شده و مراجعین زیادی به درمانگاه ها میروند.
به کشندگی سال های قبل نیست.دکتر حرف های جالبی میزد می‌گفت عزیزم ویروس توی هواست.اگه براتون سواله که الان که مشکلی نیست چرا صدای های کوپتر میشنوید علتش اینه این حرام زاده های شیطان صفت با هلی کوپتر دارن ویروس می‌ریزند رو سر میزدم چون پول ندارن با بسته تنگه هرمز مجبورند ملت رو مجبور به خرید واکسن کنند.
حرام زاده ها را به خدا میسپارم
#ویروس #کرونا #هلیکوپتر by @hadi.arrow1345
0
7 days ago
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AAA Dwarf Warrior | Secondary & Detail Hair Card Pass
Building upon the primary hair card setup for my AAA Dwarf Warrior, I’ve completed the secondary and detail hair card passes. The main focus of this iteration was achieving rich volume, realistic silhouette break-ups, and natural hair flow across the massive braided beard and mohawk while maintaining strict real-time game performance standards.
Technical Highlights:
Secondary Layering: Added mid-level cards to establish core mass, volume depth, and natural occlusion.
Detail & Flyaways: Placed fine break-up strands and stray hair cards to eliminate harsh edges and avoid a flat "cardy" appearance.
Integrated Props: Positioned metallic beard rings and braids seamlessly into the hair card structure.
Production Optimization: Built strictly within current-gen budget limits (104k tris total character mesh, including hair cards and shoulder armor).
Created in Autodesk Maya. Next phase: texturing, material setup, and final real-time rendering!
💼 Career Opportunities & Availability:
I am actively seeking new opportunities and am available for Freelance, Contract, or Full-Time (On-site / Remote) roles. If you're looking for a 3D Character Artist for your pipeline, feel free to reach out via DM or email!
#3DCharacterArtist #GameArt #HairCards #CharacterArt #3DModeling by @hadi.arrow1345
0
21 days ago
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The Desert Vanguard: A Highly Detailed Game-Ready Character
Description
Hello there! Presenting this meticulously crafted, game-ready character model, a passion project for my portfolio. Designed with modern game engines in mind, this warrior embodies a hardened, experienced nomad ready for the harshest desert environments.
My development pipeline was comprehensive, leveraging industry-standard tools for each stage:
Sculpting & Design: The character's form and intricate outfit details were meticulously sculpted in ZBrush.
Retopology & Modeling: Clean, performant topology with optimized UVs was generated in Maya.
Texturing: Utilizing a full PBR workflow in Substance Painter, I achieved realistic material definitions for the tattered fabrics, weathered leather, and metallic pauldrons.
Hair & Grooming: The natural, slightly rugged hair and beard were crafted using XGen in Maya for a realistic yet performance-efficient look.
The design focuses on storytelling through detail, from the wrapped hands to the specific wear patterns on the tattered robes. I wanted this character to look capable and world-weary.
As a dedicated character artist, I'm always eager to bring unique visions to life. If you're looking for a skilled artist to collaborate with on freelance or full-time opportunities, please feel free to reach out. I'd be happy to discuss how my skills can contribute to your project.
Enjoy the work, and I'd love to hear your feedback! 
#CharacterArt #GameReady #3DCharacter #ZBrush #Maya by @hadi.arrow1345
0
23 days ago
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"The Weave-Binder" is a personal study exploring cloth behavior and fabric tension over organic form—focusing on padded volumes, compression wraps, heavy tabard draping, and organic cowl folds on a moth-inspired creature.
Sculpted in ZBrush | Clay render in V-Ray
Feedback is always welcome!
@maxonzbrush
#ZBrush #CreatureDesign #3DCharacter #FabricSculpting #vray by @hadi.arrow1345
0
a month ago
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Throwback to a fundamental study in 3D portraiture. This piece, created from a live model, was all about mastering form through lighting. I utilized a high-contrast, dual-tone light setup—warm and cool—to sculpt volumes and push the sense of realism in this clay render.
Check out the full project and high-resolution renders on my ArtStation: https://www.artstation.com/artwork/WdK8VN
What do you think of this lighting setup?
#3dart #clayrender #lightingdesign #sculpture #ZBrushArtist
@maxonzbrush 
@autodesk 
@artstationhq by @hadi.arrow1345
0
a month ago
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Visual Rhythm — Foundations of Visual Arts
A series of exercises exploring visual rhythm through the repetition, variation, and arrangement of basic visual elements such as lines, circles, shapes, and spaces.
These studies focus on how repetition and variation can guide the viewer’s eye, create movement, establish visual order, and communicate different feelings within a composition.
#rhythm #art #visualarts #design #creativity by @hadi.arrow1345
0
a month ago
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AAA Dwarf Warrior — Hair Card Progress 🧔⚔️
Working on the hair cards for my Dwarf Warrior character.
This stage is all about building the beard and hair with a game-ready approach — controlling the flow, layering, volume, and silhouette while keeping the geometry optimized for real-time use.
From sculpting the character to building the hair cards, every part is being developed with an AAA game character pipeline in mind.
Still WIP.
More progress coming soon. 🔥
#3DCharacter #GameCharacter #AAACharacter #CharacterArtist #3dartist by @hadi.arrow1345
0
a month ago
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AI Concept → ZBrush Sculpt 🔥

Started with an AI-generated concept and turned it into a 3D character through sculpting in ZBrush.

Focused on anatomy, proportions, muscle structure and the overall form to bring the concept into 3D.

The concept was generated with AI — the sculpting and character creation were done manually in ZBrush.

Would you like to see the full process? 👀

🛠 ZBrush
🎨 AI Concept → 3D Sculpt
🎥 Speed Sculpt
@maxonzbrush

#ZBrush #ZBrushSculpt #SpeedSculpt #3DCharacter #3DCharacterArt by @hadi.arrow1345
1
a month ago
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AAA Game Character — Hair Cards Breakdown 🧔‍♂️🎮
A closer look at the hair card workflow for this Dwarf character, created with a focus on AAA game production standards.
For the hair cards, I used Hair Strand Designer and Photoshop to design, shape and prepare the hair textures and card layouts.
The character modeling and sculpting were done in Autodesk Maya and ZBrush, while the character’s textures were created in Substance 3D Painter.
🛠 Software:
• Hair Strand Designer
• Photoshop
• Autodesk Maya
• ZBrush
• Substance 3D Painter
The goal was to create clean, efficient and production-ready hair cards while maintaining the stylized look and silhouette of the character.
#3DCharacter #CharacterArtist #AAA #AAAGames #GameArt
@maxonzbrush
@substance3dart by @hadi.arrow1345
0
a month ago
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Unveiling my latest game character, brought to life using the full potential of ZBrush and Maya from the initial sculpt to final retopology. I designed this mysterious, battle-worn figure to fit seamlessly into a dark fantasy or post-apocalyptic world.
Technical Breakdown:
Modeling: High-poly sculpting completed in ZBrush, followed by clean, animation-ready retopology in Maya.
Texturing: Crafted detailed textures for the weathered leather, tattered fabrics, and realistic skin in Substance Painter, with final adjustments in Photoshop.
Grooming: Utilized XGen Core to create a realistic hair system with natural flow and texture.
Rendering: Imported and rendered in Unreal Engine for real-time engine testing, showcasing accurate lighting and material response.
I would love to hear your thoughts and feedback on the overall design, workflow, and grooming! 👇
#ZBrush #Maya #UnrealEngine #SubstancePainter #3dcharacterart by @hadi.arrow1345
0
2 months ago
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I am excited to share a real-time cinematic showcase of my recent Assassin character project, rendered in Unreal Engine.
For this piece, I wanted to push my real-time character workflow, focusing heavily on material definition and realistic hair creation. The entire groom was built using Maya's XGen Core, while the textures were crafted with a combination of Substance 3D Painter and Photoshop to achieve the right level of detail and storytelling in the character's gear.
Pipeline Used: ZBrush | Maya | XGen Core | Substance 3D Painter | Photoshop | Unreal Engine.
You can check out high-res stills and a deeper breakdown of the topology and textures on my ArtStation:www.artstation.com/hadihalimi4
#3DCharacterArt
#UnrealEngine
#ZBrush
#SubstancePainter
#xgen by @hadi.arrow1345
0
2 months ago
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