Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12) header
Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12) profile picture

I create realistic 3D characters for Unreal Engine games & cinematics Freelance 3D Character Artist | Blender • ZBrush VIEW PORTFOLIO ON THE LINK BELOW 👇

Joined June 2025
Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)Photo by Gabriel Samuel ( COMMISSION OPEN ) (@mattsmodel12)
🔔 If you've liked, commented, reposted, bookmarked, and followed my account, thank you! Turn on notifications so you're the first to see more of my upcoming 3D characters, game art, animations, project updates, and creative work.🔥
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Mag pouch sculpt to final texture. Bungee cord tension, worn fabric, and MOLLE stitching all hand detailed for that battle worn tactical look. Small props matter just as much as the big pieces. #GameArt #SubstancePainter #3DProps #TacticalGear #ZBrush
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Full turnaround sculpting every angle of the pistol and SMG before moving to texture. Grip, slide, rail system, folding stock nothing left flat. #HardSurfaceModeling #WeaponArt #3DModeling #GameArt #ZBrush
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Weapon topology check Clean wireframes on the SMG and pistol before texturing every panel line and grip pattern modeled by hand. Game ready and animation ready. #HardSurfaceModeling #WeaponArt #3DModeling #GameArt #ZBrush
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Texturing pass in Substance Painter 🎨 Layering dirt, wear, and stitch detail into the outfit belt rig, holster, and gear all getting their grime and grit. From clean mesh to lived in survivor. 🧵 #SubstancePainter #TextureArt #3DArt #GameArt #WIP
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Behind the scenes: pattern making in Marvelous Designer .Every seam starts flat before it's simulated into cloth. Tank top, cargo pants, backpack, belt built piece by piece before the final sculpt. #MarvelousDesigner #ClothSimulation #3DArt #GameArt #WIP
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SOMETHING BIG IS COMING 🏆🔥🔥 Spent almost a month building a post apocalyptic mercenary character from scratch full body, weapons, gear, motorcycle, and a custom UE5 lighting pass. Here's the full breakdown #3DArt #GameArt #CharacterArt #UnrealEngine #ZBrush
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Full 360 view of the hair grooming pass for this character setup! 💇‍♀️✨ What’s your preferred workflow for curly and wavy grooming—XGen, Ornatrix, or custom hair cards? #3Dart #DigitalSculpting #CharacterArt #TechArt #Grooming #GameDev #3DModeling
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Got the custom facial GUI wired up alongside hair physics and Sequencer integration to push cinematic fidelity in real time.Fine tuning the corner roll, nasolabial blend shapes, and gaze targeting to keep performance snappy and expressive.#characterdesignㅤ #UnrealEngine #Rigging
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Setting up bone physics simulation using Kawaii Physics in Unreal Engine. Nailing realistic hair physics without tanking performance takes a bit of fine tuning.. UnrealEngine #UE5 #GameDev #IndieDev #3DAnimation #TechArt #Realtime3D
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Gabriel Samuel ( COMMISSION OPEN ) retweeted
POV: atmosphere makes horror games better
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Gabriel Samuel ( COMMISSION OPEN ) retweeted
Gear up your heroes, watch them slay enemies (Demo on Steam! ⚔️)

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Gabriel Samuel ( COMMISSION OPEN ) retweeted
.@Cartesian_C unveiled a new Blender Geometry Nodes setup, this time showing an impressive web tornado from Spider-Man: Brand New Day.
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Testing the facial rig and dynamic physics in action. A quick look at the facial setup, micro-expressions, and real-time hair movement under wind simulation. Seeing a character come to life after weeks of pipeline work is always the best part. #CharacterAnimation #UE5 #3DArtist
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Final look running in real-time. Brought all the pieces together inside Unreal Engine custom lighting setup, sub-surface skin scattering, and real-time hair physics. Drop your thoughts below! #UnrealEngine #UE5 #RealTime #3DCharacter #GameArt #DigitalHuman #Portfolio
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Bringing character to the skin map. Texturing pass focusing on real skin imperfections freckles, subtle redness, scars, and pore maps inside Substance Painter. Imperfections are what make digital humans feel grounded. #3DTexturing #CharacterArtist #ZBrush #GameArt
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Grooming pass complete Testing strand direction, volume, and silhouette on the grey model before moving to real-time hair shaders. Hair grooming always requires balancing technical performance with visual flow. What’s your preferred tool for hair grooming in 3D? #3DCharacter
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Garment Creation.. Everything starts with the structure. Building realistic clothing folds and layered patterns for my latest character using Marvelous Designer. Getting the weight and drape of the jacket right makes all the difference before texturing. #GameDev #characterdesign
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❤️ Sequence & Strategy Post 1: Garment Creation (Marvelous Designer) Post 2: Hair Grooming & Clay Model (Ornatrix / 3ds Max) Post 3: Skin Texturing & Map Details (Substance Painter) Post 4: Engine Integration & Final Still (Unreal Engine) Post 5: Facial Rigging & Motion Showcase
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