3D Character Design · Based in California

3D Character Designer Based in California.

Julio Salvat is a software engineer, UI/UX designer, and character designer specializing in React, full-stack web applications, modern product design, dashboards, branding, 3D characters, and original animated character concepts. A 3D character designer sculpting and rigging characters in ZBrush and Blender for animation and games.

About

Sculpting characters that are built to move.

3D character design lives at the intersection of art and engineering — and that's exactly where I've spent my career. As a 3D character designer, I sculpt original characters in ZBrush, retopologize and rig in Blender, and prepare them for animation, real-time engines, AI-driven storytelling, and printable physical work. Started as a 3D animator at Auxilium Studios in 2004; never stopped.

Every model I build begins with a clear concept — usually one I've already designed in 2D — and goes through a full production pipeline: blocking, high-poly sculpt, retopology, UV unwrap, texture, rig, and pose. The goal isn't a pretty turntable. The goal is a character that animates well, deforms cleanly, and reads as the same character from every angle.

What I build in 3D

  • Original 3D character sculpts — stylized, semi-realistic, or fully realistic
  • Production-ready retopology with clean edge flow and animation-friendly topology
  • UV unwrapping, baking, and PBR texturing
  • Rigging and skinning — body, face, props
  • Hard-surface accessories: weapons, costumes, props, vehicles
  • Hero shots, turntables, and marketing renders

The 3D pipeline I use

ZBrush for high-poly sculpt and detail (DynaMesh, ZRemesher, surface detail, polypaint). Blender for retopology, UV, rigging, and final render — sometimes Cycles, sometimes Eevee for stylized work. I integrate hand-painted textures from Photoshop and Procreate when stylization calls for it. For animation handoff, I deliver clean FBX/GLTF with named bones, control rigs, and a basic pose library so animators (or AI motion tools) can pick the character up and run.

Where 3D meets AI animation

I've been integrating 3D character work with AI-driven animation pipelines — designing characters with consistency reference sheets that work for both traditional animation and modern AI workflows. See the AI Animation reel for examples of how these pipelines combine.

3D Pipeline

3D character design services.

End-to-end 3D character production — from sculpt through to a rigged, animatable, render-ready model.

High-Poly Sculpting

ZBrush sculpting — anatomy, costume, detail, skin texture, surface stylization.

Retopology

Animation-friendly topology with proper edge flow and clean quad-based meshes.

UV & Texturing

UV unwrap, normal/AO baking, PBR texturing or stylized hand-painted maps.

Rigging & Skinning

Body and facial rigs with controls suited for animators and motion pipelines.

Renders & Turntables

Hero shots, turntables, and presentation renders for portfolio or marketing.

Hard-Surface & Props

Weapons, costumes, vehicles, environment props — designed to live with your characters.

Need a 3D character built right?

Available for 3D character commissions, animation pre-production, indie game character work, and AI-driven character pipelines.