Alessandro Rigon
is a3D Character Artist for Games / Real-Time
from Italy
Skills
Styles
Tools
Sorceress / 2026
The Sorceress was the most complex and time-consuming of the three, requiring some months of continuous corrections and experimentation before reaching a result that convinced me. It marked some technical firsts: game-ready feathered wings built entirely with cards and the exploration of Niagara particle system. What made this project particularly meaningful was that despite its complexity at that time, the final result matched almost exactly my original vision: the mood, the visual language, and the sense of scale all came through as intended.










Medieval Rogue / 2026
The Medieval Rogue was the last of the three characters, completed in three to four weeks with a more focused and deliberate approach after the experimentation of the previous projects. Rather than relying heavily on texture work as with the Sorceress, the priority here was high-poly sculpting, pushing the quality of the base mesh further than before. Particle systems were explored once again, and the fur cards were created using HairShop, an experimental software still in development by Lee Kyoung Min, which was a new addition to the pipeline. This character served as confirmation that the technical knowledge built over the previous months had genuinely taken root.







Sherlock Holmes / 2025
Sherlock Holmes was the first of the three characters completed after an intensive period of self-study, and also a full remake of an original version created in late 2024. The first version took around three weeks, but unsatisfying shaders, incorrect textures, poor realism, and a lighting setup that never felt right pushed me to rebuild it months later, in June 2025, over two additional weeks. The primary technical focus of the remake was skin detailing, achieved by transferring real skin scans from TexturingXYZ directly onto the model inside Substance Painter using warp projection, followed by manual cleaning of artifacts. The most rewarding moment of the entire process was placing the two versions side by side and seeing how much had changed: not just technically, but in terms of visual confidence and understanding of Unreal Engine.





Linguini / 2025
Linguini was a lighter and more playful project compared to the others, completed in around three weeks with a clear goal: create a character that felt fun and immediately recognizable as Italian. The most notable technical challenge was the mustache, the first time facial hair of that type had been approached. Additional alpha packs were developed from scratch to replicate the textures of bread, breadcrumbs, and sponges, adding a level of material variety that kept the surfacing process interesting.




Clothing exercise / 2024
Personal project based on clothing creation mainly in Marvelous Designer and ZBrush.



