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Building My 3D Art Portfolio: Blog Post #10 - Character Project (Texturing)

  • Writer: Rachel Molnar
    Rachel Molnar
  • May 3
  • 5 min read

Welcome back to my blog!


In my last post, I discussed the concepting, sculpting, and modeling process for my stylized character. Now, it’s time to dive into the texturing phase!


Stylized Character Model
Stylized Character Model

Before I could begin, I had to establish the specific texturing style I wanted to replicate. Since my model is stylized, I looked to modern media for inspiration; one of my biggest influences was Arcane. I love how the artists at Riot shade their characters' faces, using a mix of hard strokes blended together. I was particularly inspired by the blocky, distinct shapes of the noses and eye bags, and I wanted to replicate that look in my own model.


Jynx 3D Model by Thibaut Granet on ArtStation
Jynx 3D Model by Thibaut Granet on ArtStation

I started by blocking out base colors for each section of the mesh. I experimented quite a bit with my design choices along the way; for example, the trim initially started as silver, but I switched it to gold because the warm tone complemented the red accents much better.


Base Colors
Base Colors

SKIN

To texture the skin, I used a hard brush with a low flow to create deliberate, visible brush strokes and add manual shadows. I then took a darker red to layer deeper shadows where I felt the contrast would be strongest. I kept the strokes brush-like to match that Arcane aesthetic. Next, I took a soft, vibrant orange and lightly brushed over the spots that would catch the most light. Since I was texturing with symmetry on, I envisioned a light source pointing straight down at the model.


Layering Skin Tones
Layering Skin Tones

After achieving the shading contrast I wanted, I added small specks of detail around the skin to give the imp a "freckled" look. Finally, I used a brighter color to emphasize highlights, such as above the upper lip and in the crevices of the eyes.



OPACITY

Instead of modeling individual wings, I decided to practice texturing them entirely to push my stylized-texturing skills. I added an opacity mask at the base of my layer stack and outlined the wing shape directly on the mesh.


Opacity Outlining Wings
Opacity Outlining Wings

CLOTHES

For the clothes, I wanted to give the fabric a flexible, mesh-like appearance. I found a material that tiled nicely and set it to -100 to achieve that subtle, cross-hatched look.


I think the way the fabric stretched (larger around the chest and tighter in other areas) was due to my UVs (which I won’t be showing as they are not as optimal as I would have hoped...). Regardless, I actually like how it turned out; it makes sense that the material would stretch differently in those areas, and because the costume has so much trim, it looks intentional.


Costume of Character
Costume of Character

I used a soft gray brush to accentuate the character's physique and emphasize the tightness of the costume. I also added brush-stroke highlights on the chest, anticipating the fabric seams I planned to add later.


Light-Colored Brushing (Stomach and Chest)
Light-Colored Brushing (Stomach and Chest)

To finalize the stylized look, I added hard outlines. While I initially chose black for this color, I’ve learned from 2D drawing that a solid black outline can often look flat. Instead, I chose a dark navy blue, which subtly adds saturation to the shadows and makes the scene pop.


Harsh Outlines (Navy Blue Color)
Harsh Outlines (Navy Blue Color)

GOLD TRIM

This was the biggest challenge, as I haven't textured many stylized metallic materials. I wanted to add appropriate shadows and discoloration without it looking cluttered, and I had to be strategic since I was only using maximum roughness (no real-time metallic reflectiveness). I looked at Arcane references and various stylized gold tutorials on Pinterest for guidance.


Caitlyn from Arcane, Gold Trim Reference
Caitlyn from Arcane, Gold Trim Reference

I color-dropped the darkest gold from my references and added soft shadows where the gold would be occluded (like under the chest area). I then added a splash of bright green with a low-opacity brush, creating streaks that intersected the trim. Finally, I added a brighter, less-saturated tan for highlights and some white reflections that followed the contour of the trim. Adding those bright outlines really helped with the material's readability from a distance! While I know I have more to learn about light reflection, I’m calling this a successful first attempt.




EYES

For the eyes, I started with a base color and added purple/magenta makeup for an evil, goth aesthetic. I used simple, streaky highlights to add depth to the eyelids. For the eyeballs, I chose a base of yellow, layered orange around the edges to create a "demon lizard" look, and added an opaque drop shadow under the eyelashes. I even added a little bit of emission to the bright yellow to help them glow.



WINGS

When texturing the wings, I wanted to lean into a demonic yet vibrant look. I added texture and shadow using downward strokes, then used a cracked brush to simulate a veiny appearance. I added hard highlights at the bottom to emphasize transparency and popped in some dark outlines to define the shapes.



HAIR

I decided to try hair cards for the first time, as I’ve always been fascinated by them. I used a hair brush with maximum flow to scribble in each strand, then used a soft brush to carve out where the light wouldn't hit as brightly. I used the smudge tool with a medium flow to blend the streaks at the edges, creating a softer look, then erased back into it to add texture. Finally, I added a slightly saturated tint to the highlights to give it a more stylized feel.


Hair texturing Process (Left to Right)
Hair texturing Process (Left to Right)

HORNS

For the horns, I started with a red base, then added saturated red highlights, exaggerating them further with a brighter tone. I used a brush with high contrast and a dark color to break up each section, adding "chips" and damage to make them look worn. Adding subtle oranges made them really pop. I didn't find the perfect reference for this, so I just went with the flow, but I’m very happy with how the chipped look turned out!




FINAL RESULT

After fine-tuning the textures, exporting to Unreal, rigging, posing, and setting up three-point lighting, I finally had my finished model! I'll spare you the technical details of the rigging and lighting process for now so we can focus on the texture work.


This was a super fun project, and it has confirmed my love for stylized art! I can't wait to practice this method further and develop my skills. Considering this is the first character I’ve sculpted and textured in this style, I’m very pleased with the results. I look forward to coming back to this project in a few years to see how much I’ve grown.


For my next and final post, I would like to offer some reflections on everything I’ve learned over the past year. Thank you all for following along with my art journey while I broadened my knowledge and passion for game art. I can't wait to see what I create next!


 
 
 

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