Orbe, Vaud, Switzerland
🌍 Remote-friendly, based in Switzerland (CET, UTC+1). Open to Europe, the UK, the USA, and Canada. ⌚ Available immediately. Swiss and British nationality. 🎞 Character demoreel: https://vimeo.com/phenglar/character-demoreel I'm a 3D Character Artist passionate about bringing digital beings to life through facial modeling, grooming (strands & cards), and stylized design. My work is driven by expression and movement: the emotion behind a silhouette, the thought behind a gaze, the rhythm of hair in motion. I've contributed to feature animation, VR games, and real-time pipelines, developing characters from sculpt to final look. I collaborate closely with rigging, CFX, lookdev, and tech art to ensure every character deforms cleanly, performs efficiently, and connects emotionally on screen. With a background in computer science, I combine structure and creativity, building workflows that keep art expressive and technical execution solid. 🎨 My goal is to craft characters that feel alive visually, physically, and emotionally, within worlds that celebrate stylization and storytelling. 🛠 ZBrush • Maya • Houdini • XGen • Unreal Engine 5 • Substance 3D Painter • Arnold • Python 🤝 Looking to join teams who value character appeal, clear communication, and thoughtful craft.
Leading the grooming team on "Fatal: Unleashed Darkness" with ownership of real-time hair, brow, and eyelash creation using hair cards. Real-time grooming lookdev in UE5, with shader and material refinement. Git-based collaborative workflows and cross-team coordination ensuring visual consistency and high-quality character hair.
Real-time hair, brow, and eyelash grooms for "Fatal: Unleashed Darkness" using hair cards. Grooming lookdev and integration in UE5, including shader and material refinement. Cross-team collaboration supporting visual consistency.
Real-time hair, brow, and beard groom for the main character using hair cards. UE5.4 integration, lookdev, topology fixes, and mouth cavity modeling. Rig collaboration for clean deformation and stable performance.
Hair grooming and simulation for the main character in Houdini. Optimized the grooming setup for natural motion, stable dynamics, and efficient simulation. Provided facial and character topology feedback to support the modeling team in preparing the asset for rigging.
After the closure of Arx Anima’s Frankfurt branch, I used this period to refine my portfolio and deepen my expertise in grooming, facial modeling, and real-time workflows.
Worked on the feature animation "Monster Mia" (2026), specializing in high-end character creation and technical facial workflows. Key achievements: - CHARACTER MODELING: Created 3 characters from 2D concepts to polished 3D models. Handled full retopology and technical refinements for 6 production characters and additional background characters. - BLENDSHAPES & PIPELINE: Developed facial blendshape pipeline with Rigging. Sculpted full facial range for protagonist and 5 additional characters, establishing production standards. - DOCUMENTATION: Co-authored facial workflow documentation and provided facial modeling guidance, ensuring visual consistency and smooth pipeline integration. - TEXTURING & LOOKDEV: Contributed to the surfacing pipeline using Substance 3D Painter for texturing and Houdini for lookdev.