Steel Hunters - Weaver Trophy Hunter

Rigging: Character rig and skinning by Galina Skryabina https://www.artstation.com/galinaskryabina72

Rigging: Character rig and skinning by Galina Skryabina https://www.artstation.com/galinaskryabina72

All VFX, Rigging, Animations, Environments, Props and Soundtracks by their respective departments

All VFX, Rigging, Animations, Environments, Props and Soundtracks by their respective departments

All Environments and Props by the Environment Department

All Environments and Props by the Environment Department

All VFX, Rigging, Animations, Environments, Props and Soundtracks by their respective departments

Weaver - Trophy Hunter - Design and 3D Skin Creation
I was responsible for designing and developing the 3D character skin for the Steel Hunters character, Weaver. Using mesh block-outs and reference imagery, I conceptualized the skin design, ensuring it adhered to the game's artistic style and met all technical requirements as it progressed through the production pipeline.
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Skin narrative: "Rebuilt itself with the parts of the opponents it had defeated"
Skeleton: Reused entirely from the base Weaver character.
Armor: Fully designed and all new components modelled by me
(Various hunter parts were repurposed, combined to share a single texture set and geometry adjusted to fit the design)
Weapon: Reused entirely from the base Weaver character.
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Rigging: character rigging and skinning by Galina Skryabina https://www.artstation.com/galinaskryabina72
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All VFX by the Steel Hunters VFX Department
All Animations by the Animation Department
All Environments and Props by the Environment Department
All Soundtracks by the Audio Department
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Steel Hunters Project Responsibilities:
• Responsible for leading the visual development and execution of 3D hard-surface character hero assets, ensuring each asset adhered to the game’s art direction and technical requirements.
• Provided mentorship and art direction to senior and junior artists. Always readily available to all team members for support, and conducted regular feedback sessions, both in groups and 1 to 1.
• I played a key role in facilitating and contributing to art review sessions, ensuring both internal and external character art teams were meeting the expected artwork quality consistently.
• Reviewed and approved final in-game assets, ensuring the work met the visual standards and performance requirements that were established.
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