Senior 3D Character Artist, Digital Sculptor & LookDev, with 10+ years of experience, specialized in creating characters, clothing, and accessories for video games and cinematics.
My approach combines artistic rigor, technical mastery, and an understanding of production constraints. I work across the full pipeline — from artistic exploration and sculpting to developing a character into assets that meet production requirements.
I primarily work with ZBrush, Maya, Marvelous Designer, Substance Painter, XGen, and Marmoset Toolbag, with a focus on quality, visual consistency, and workflow efficiency.
A dual expertise: production & mentoring :
Alongside my artistic work, I regularly contribute to video game training programs, building on 6 years of experience as a Pedagogical Coordinator.
This experience gave me a strong ability to teach methods, structure workflows, mentor artists, give constructive feedback, and communicate effectively within a team.
Today, I bring this dual expertise to studios and projects looking for someone who can produce, collaborate, and mentor.
Areas of expertise
- Senior Character Art & Digital Sculpting
- Character & Creature Sculpting
- Look Development
- High Resolution Sculpting
- Production-Oriented Sculpting
- Clothing & Accessories
- PBR Texturing
- ZBrush Workflow
- 3D Printing
Available for freelance or full-time roles — Full Remote.
Feel free to join me anytime :
sebastien.greck@gmail.com
www.instagram.com/sebastien_greck
sebastien-greck.com
Creating characters, clothing, and accessories in 3D for video games, cinematics, and collectible figurines, from artistic research through to high-resolution sculpting.
I work on projects requiring high visual quality standards, with an approach focused on production readiness, artistic consistency, and workflow efficiency.
Areas of expertise:
- Character & Creature Sculpting
- High-Resolution Digital Sculpting
- Character Development & Look Development
- Clothing & Accessories
- PBR Texturing
- Production-Oriented Sculpting
- Preparation for manufacturing and 3D printing
Production environment: ZBrush, Maya, Marvelous Designer, Substance Painter, XGen, Marmoset Toolbag.
Used to working autonomously, adapting to a project's constraints, and collaborating with different stakeholders, from initial brief to final deliverable.
10 years of experience training video game professionals, including 6 years in pedagogical coordination, in a role bridging artistic production, teaching, and project mentoring.
I supported students in developing their skills in Character Art, Environment Art, and 3D creation, while structuring and overseeing their learning paths.
Key responsibilities:
- Designing and evolving 3D training programs in line with industry practices
- Teaching sculpting, modeling, texturing, rendering, and real-time integration workflows
- Guiding projects from artistic research through to production-ready assets
- Individual and group coaching on artistic quality, working methods, and workflow optimization
- Tracking, evaluating, and supporting student progress
- Pedagogical coordination and organization of training programs
- Creating educational content and adapting teaching methods to different skill levels
Technical environment: ZBrush, Maya, Substance Painter, Marmoset Toolbag, Unreal Engine, Unity.
This experience strengthened my skills in communication, teaching, coordination, artistic feedback, and creative project mentoring, complementing my work as a Character Artist.