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Creating Hand-Painted Elf Character in 3D from Scratch Using Blender & Substance 3D Painter

Arturo Galván Soler shared with us the process behind creating a stylized 3D elf, discussing sculpting, hand-painted texturing, and animating using Blender, Substance 3D Painter, and Procreate.

Project Overview

This elf is an ongoing personal project that I'm creating to improve my character art skills and build a stronger portfolio. My goal is to cover the entire pipeline myself, from concept art to sculpting, topology, texturing, rendering, and facial rigging.

Even though the character is currently just a bust, I'm treating it as the first stage of a complete game-ready character. I usually work with real-time assets in Unity, so every decision is made with that final goal in mind.

Concept

I started with a series of sketches in Procreate and Photoshop, exploring different facial features and hairstyles before settling on the final design.

I wanted a stylized look with hand-painted textures, focusing on strong shapes and clear color variation rather than realism.

Sculpting

The sculpt was created in Nomad Sculpt. Since this project is mainly about stylization, getting the silhouette and facial shapes right was much more important than adding lots of surface detail.

The retopology was done in Blender with animation in mind.

Retopology & Hair

The hair is built entirely with hair cards. The current version uses more cards than I would keep in a final game asset, but it's easy to optimize later by removing overlapping geometry while keeping the overall shape almost unchanged.

Hand-Painted Textures

All the textures were painted in Procreate and Substance 3D Painter following a PBR workflow.

Instead of aiming for realistic materials, I focused on painted brushstrokes to reinforce the stylized look while keeping everything suitable for a real-time workflow.

Facial Rig

I wanted to test facial expressions early, so I built an initial facial rig using both blendshapes and bones.

Blendshapes handle blinking and eyelid shapes, while bones allow the eyelids to subtly follow the eye movement. It's a small detail, but it helps the eyes feel much more natural without making the rig unnecessarily complex.

What's Next

The bust is only the beginning of the project. Next, I'll continue with the full body, clothing, and accessories before refining the rig and preparing the character for a real-time engine.

The final goal is to create a complete stylized character that follows a production-ready workflow from concept to engine.

Since this is still a work in progress, I'll be posting future updates and the final version on my ArtStation.

Arturo Galván Soler, 3D Artist

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