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Developing Original 3D Chimera Character

Artist CataRackta shared the work behind the Chimera character, taking us from early sketches to revised versions of the girl with animal parts and discussing the rigging process.

Introduction 

Hello, my name is CataRackta. Initially, I didn't plan on pursuing 3D art professionally – I actually graduated with a degree in engineering. During my university years, I dedicated all my free time to 2D digital painting. Over time, however, I started feeling burnt out by traditional 2D canvases. I wanted to try something completely new, like texturing a ready-made 3D model.

At the same time, I clearly understood that I couldn't just grab a random mesh from the internet and texture it without understanding its underlying structure. I didn't have the courage to look for a mentor or ask someone to model a character specifically for my needs, as I thought this would just be a temporary hobby. As a result, I began learning the entire pipeline on my own. I read every article and post-mortem I could find, actively participated in CG communities, and built up my knowledge step by step. 3D graphics turned out to be an incredibly immersive environment. Today, I am constantly looking for new technical approaches to optimize my pipeline and elevate the quality of my characters.

Chimera

When I first decided to try my hand at a full character rig, I had to choose a concept. To avoid ruining someone else's 2D artwork with my lack of experience and to steer clear of generic human models, I decided to design my own character solely for training and testing purposes. That's how the very first version of "Chimera" was born back in 2021. 

This project became my personal benchmark: I returned to it in 2022, and then again in 2026. It was important for me to test myself and visually track how my skills, anatomical understanding, and technical toolkit had evolved over the years. 

In the latest 2026 version of "Chimera," my own older works served as the primary reference. However, building upon them, I decided to flesh out the character's lore in more detail to establish clear design boundaries. Thanks to this background story, an abstract pattern on her neck turned into a narrative-driven magical scar, and the spots on her body became scales. This added a visual connection to her past and fully justified the character's name. 

Modeling

My modeling approach is closely tied to the specifics of my texturing pipeline. My primary software for modeling consists of ZBrush and Cinema 4D, while I use 3D-Coat for retopology. Although Maya or Blender are objectively more efficient for classic polygonal modeling today, Cinema 4D was my first software, and it can be hard to walk away from a familiar tool. Nevertheless, I automate parts of my pipeline by writing custom Python scripts for Maya. For instance, to get a fast and clean retopology for long hair, I transfer the mesh to Maya and process it using my own tools.

Since I specialize in a stylized, hand-painted aesthetic and do not rely on traditional PBR map baking (Normal, Roughness, etc.), I don't spend much time on highly detailed high-poly sculpting. However, I don't abandon baking entirely: in the initial texturing stages, Ambient Occlusion (AO) and World Space Normal maps are incredibly helpful for establishing basic volumes.

I blend the color channels of these maps to create an intermediate gray base map, since I completely disable viewport lighting while painting. The blending scheme is as follows:

  • Base Layer: World Space Normal (Red Channel)
  • Second Layer: World Space Normal (Red Channel) - Soft Light mode (Opacity 50%)
  • Third Layer: World Space Normal (Blue Channel) - Soft Light mode (Opacity 50%)
  • Top Layer: Ambient Occlusion - Multiply mode (Opacity 50%)

After that, I tweak the resulting layer so that the main tone is close to a neutral 50% gray, which serves as the foundation for overlaying colors later on. 

Next, the color work begins, and this is where the character's fur complicates things. To keep it from looking flat and artificial, I have to use many different gradients. I need to account for the growth direction, the specific body area the strand is on, sub-surface tones (such as venous or arterial blood undercurrents), and the overall shading of the model.

To avoid overloading the model with details and preventing visual noise at a distance, I break the process down into stages.

Strand Shape and Direction: At this stage, I determine the length, density, and mass of the fur on different parts of the body.

Color Variation: Using Gradient Maps in Photoshop, I create several variations of the fur texture with subtle changes – neutral, slightly warmer, and slightly cooler. Then, I combine them using masks, add soft gradients, and manually paint individual hair strands. 

Creating hairstyles and fur is probably my most loved and hated stage of modeling. It beautifully combines working with complex, organic shapes and finding elegant topological solutions for comfortable unwrapping. Painting on the UV layout of hair strands is incredibly awkward due to severe distortion that happens when straightening the shells, and it's also tough to gauge the positioning of neighboring strands. Because of this, the primary painting is done either directly on the 3D model in 3D-Coat or via projections in Photoshop. 

Texturing

To achieve a handcrafted, painterly effect, I use a combination of 3D-Coat and Adobe Photoshop. Given my background in 2D art, this pipeline feels completely natural: I can literally paint onto the 3D form just like on a familiar canvas.

My personal style was shaped by analyzing a vast amount of artwork. I have always been fascinated by the visual direction of projects like Dishonored and Arcane. I wanted to recreate a similar, deep aesthetic of hand-crafted texture work, but make the characters a bit softer and more charming.

Rigging

Initially, the new version of "Chimera" was intended to be a straightforward technical project to level up my skills: a character with modular outfit pieces, physics set up via Kawaii Physics in Unreal Engine 5, and my first experience working with the mGear framework. I hadn't even planned on adding facial motion capture.

However, during development, I wanted to push the challenge further and set up ARKit blend shape curves for a facial rig. In doing so, I deliberately took an unconventional path: instead of the traditional use of blend shapes, I implemented the entire deformation system using a joint-based facial rig and Asset Poses. It turned out to be an excellent challenge.

Opting for joints over blendshapes provided immense flexibility when integrating animation layers. This system allows you to:

  • Finely tune and correct final deformation poses.
  • Dynamically include or exclude specific joints from evaluation.
  • Seamlessly override certain animation layers with others (e.g., blending a base emotion with procedural mocap).
  • Map specific triggers and gameplay events to bone transformations directly within the engine.

In the current iteration of the project, I implemented logic tied to ARKit curve thresholds. When certain conditions are met, a new event triggers. For example, a supplementary Sulk emotion activates automatically, or the character clenches her fists when the "anger" curve value exceeds a specific limit.

Moving forward, I plan to actively develop my projects in this direction, creating interactive 3D avatars that are more expressive and full of life. My plans include implementing Control Rig for advanced environmental interactions (for instance, making the character's head track an object while her hand rests on a wall, dynamically recalculating the pose). I am also researching the integration of local LLMs (Large Language Models) to build a fully interactive AI companion based on this pipeline. 

Lighting & Rendering

The project was assembled, configured, and rendered in Unreal Engine 5. Since the character's textures are entirely hand-painted and already contain all the information about volumes, shadows, and artistic lighting, a traditional, complex lighting setup wasn't necessary. All I needed from the engine was to establish the general direction of the light stream.

The entire scene is lit by a single directional light. Everything else comes down to meticulous texture work and a custom Toon shader that delicately emphasizes the character's contours in real time.

Conclusion

It's difficult to pinpoint an exact production timeline because the project was highly experimental-it was full of R&D, diving into technical documentation, and searching for non-standard solutions. In total, the work took about two months.

The main challenge (and a true emotional rollercoaster) was integrating the facial capture with Unreal Engine 5. Imagine spending a month working on the model, textures, skeleton, and logic, only to realize that the current version of the engine has compatibility issues with the necessary plugins. On top of that, I didn't initially own a smartphone with a TrueDepth camera to run Live Link Face. I spent a long time looking for workarounds using third-party software and webcams, but ultimately arrived at the most stable and professional solution-I purchased an iPad for clean, precise ARKit tracking. This was the longest stage, compounded by waiting for the hardware to arrive. However, with a proven pipeline now in place, I can deliver the same results much faster.

It's hard to recommend specific tutorials because my path was built on fragments of information, analyzing other artists' work on ArtStation and Sketchfab, and regularly discussing technicalities with more experienced colleagues in the industry. The best advice I can give to aspiring artists is to never fear spending time on R&D and learning. Dedicate time to finding answers, and if they don't appear, try rephrasing the problem and approaching it from a different angle. Today, in the era of advanced AI, researching technical information and expanding your toolset has become much faster and easier. The key is to maintain critical thinking, test information in practice, and become a stronger specialist every single day.

CataRackta, Character Artist

Interview conducted by Amber Rutherford

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