u
uwe_hofmann

Uwe Hofmann

@uwe_hofmann

I Create Custom VRChat avatars, furry VRC characters and rigged 3D models

Francia
Inglese, Francese, Tedesco
Alcune informazioni sono riportate in lingua inglese.
Chi sono
I’m a professional 3D artist specializing in custom VRChat avatars, furry VRC characters, fully rigged 3D models, lowpoly game characters, Roblox assets, props, and stylized comic/cartoon designs. I turn your ideas, sketches, or references into clean, detailed, game ready 3D creations. From modeling and topology to rigging, facial expressions, optimization, and final presentation, I focus on quality, performance, and your unique vision. Let’s bring your character or game concept to life today.... Continua a leggere

Competenze

u
uwe_hofmann
Uwe Hofmann
offline • 

Consulta i miei servizi

Modellazione personaggi
I will create custom vrchat avatar, furry vrc character and fully rigged 3d model pro
Modellazione personaggi
I will create custom low poly 3d characters, roblox assets, game models and game props

Portfolio

Esperienza lavorativa

Ubisoft

3D Character Artist

Ubisoft • Freelance

Sep 2025 - Sep 20250 mos

Worked as a freelance 3D Character Artist creating custom digital characters for clients across gaming, animation, illustration, virtual environments, collectibles, social media, and personal creative projects. I specialized in taking a client's concept, reference material, or initial idea and developing it into a complete, visually consistent 3D character. My workflow included analyzing references, establishing the character's proportions and silhouette, creating the primary forms, refining anatomy, sculpting facial features, developing clothing and accessories, and adding secondary and tertiary details. I worked carefully to preserve the personality and visual identity of each character rather than relying on generic models or repetitive designs. I created both realistic and stylized characters, including human figures, fantasy characters, superheroes, creatures, cartoon designs, game avatars, and custom humanoid models. Particular attention was given to facial structure, expressions, anatomy, clothing folds, material definition, and small details that make a character feel distinctive and professionally finished. For projects requiring production ready assets, I focused on clean topology, logical edge flow, efficient polygon distribution, UV organization, and suitable texture preparation. I also considered the final application of every model, whether it was intended for animation, rendering, game development, 3D printing, portfolio presentation, or promotional content. Client communication was an important part of my role. I clarified requirements before modeling, provided progress updates, responded to feedback, and refined the model through revisions while maintaining the original artistic direction. I consistently aimed to deliver work that balanced creativity with technical reliability.

Epic_Games

Senior 3D Character Modeler

Epic Games • Freelance

Nov 2024 - Nov 20240 mos

Worked as a professional 3D Character Modeler specializing in the creation of detailed, production ready characters for games, animation, cinematics, collectibles, promotional artwork, and digital media. My responsibilities covered the complete character creation process, beginning with concept interpretation, reference analysis, blockout, anatomy development, high resolution sculpting, retopology, UV preparation, texturing, and final presentation. I transformed 2D concepts, sketches, photographs, and written descriptions into polished 3D characters while maintaining accurate proportions, recognizable silhouettes, believable anatomy, and strong visual appeal. I developed realistic human characters as well as stylized, cartoon, fantasy, sci-fi, humanoid, creature, and game ready designs. A major part of my work involved detailed facial sculpting, clothing construction, accessories, hair, body proportions, and secondary surface details. I paid close attention to topology and edge flow so characters could be efficiently rigged, posed, animated, or integrated into real-time environments when required. I also optimized models according to project requirements, balancing visual quality with polygon efficiency and technical limitations. I prepared clean meshes, organized UV layouts, and developed detailed materials and textures where requested. Throughout each project, I maintained clear communication with clients, incorporated feedback carefully, and delivered revisions according to the agreed creative direction. My biggest achievement has been consistently turning rough concepts and references into professional 3D character assets that are visually appealing, technically organized, and suitable for the intended production pipeline. My approach combines artistic understanding, technical precision, attention to detail, and dependable project communication.

Gamestarter

Character Sculptor & Modeler

Gamestarter • Full time

Nov 2023 - Nov 20230 mos

I worked as a Character Sculptor and 3D Modeler with a strong focus on high detail digital sculpting, realistic anatomy, facial likeness, stylized forms, costumes, and character development. My role involved transforming concepts and references into detailed digital sculptures with an emphasis on proportion, anatomy, expression, surface quality, and overall character identity. I developed characters from the initial blockout stage through detailed sculpting and refinement. I carefully established major anatomical forms before progressing into facial structure, muscles, hands, feet, clothing, accessories, and surface details. For portrait based work, I concentrated heavily on facial proportions and recognizable features so the final model maintained the visual identity of the reference. My projects included realistic people, fantasy characters, cinematic designs, stylized figures, creatures, avatars, and original concepts. I approached every character individually, adapting the modeling style and level of detail to the client's requirements and intended use. Beyond sculpting, I handled important technical stages such as retopology, mesh cleanup, UV preparation, and asset optimization. When required, I prepared models for texturing, rigging, animation, rendering, or 3D printing. I understood that an attractive sculpt alone is not always enough, so I focused on producing organized assets that could move successfully into the next stage of production. I worked closely with clients throughout the process, reviewing references, confirming design decisions, managing revisions, and ensuring that important details were not overlooked. My ability to combine artistic observation with technical modeling knowledge allowed me to solve challenging character design problems while maintaining quality and consistency.