Xavier
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xavierck.com
Xavier
@xavierck.com
character and tech artist in gamedev and going to therapy about it

prev: Spider-Man, Ratchet & Clank: Rift Apart, Dragon Prince: Xadia

🧷co-founder + CEO @render-ready.com
💬 he/him
🗺 Los Angeles
🎨 https://xavierck.com
💌 XavierCK.3D@gmail.com
November 13, 2025 at 5:02 PM
Gonna be one of those nights
November 13, 2025 at 7:24 AM
The first thing I'd recommend is opening up your model in Unreal, going to the Asset Details tab, and unchecking "Recompute Normals"

This is especially egregious on hair cards and with cel shading because those are the two things you need custom normals for most
November 12, 2025 at 9:30 PM
My goop dried out and now it's all crusty
November 11, 2025 at 6:43 AM
Engaging in further goopin
November 11, 2025 at 3:31 AM
I'll give you three guesses, and none of them can be NSFW.
November 10, 2025 at 9:43 PM
Goopin'
November 10, 2025 at 5:17 AM
These gents were printed to scale with each other
November 10, 2025 at 1:36 AM
Been a while since I painted anything, so I finally took the time to get more than a base coat down on this little Glasslands explorer I printed out a couple years ago
November 10, 2025 at 1:31 AM
looks good
November 8, 2025 at 11:09 PM
November 8, 2025 at 11:06 PM
It's very much one of those Fridays.
November 7, 2025 at 11:37 PM
I need to take several naps
November 7, 2025 at 6:08 PM
Me, at myself:
November 7, 2025 at 5:24 PM
i am writing very normal things
November 7, 2025 at 6:21 AM
I know how to make the USS Enterprise Lego set more accurate
November 6, 2025 at 9:04 PM
Oh helllll yeah
November 6, 2025 at 8:49 PM
I'm just sayin

This game is over two decades old and this is how stylish it still looks

Three whole pixels but they use the everloving fuck out of every single one
November 6, 2025 at 5:36 AM
Getting there, getting there

Still lots to do, including fixing the skinning on that apron, but all things in their own time
November 6, 2025 at 1:37 AM
Yup, this is like 90% hand painted. A few of the larger shapes come from a Lighting generator in Substance Painter, but I've cleaned up all the edges and completely invented new shapes in a lot of places. All the cast shadows are hand painted

This is what it looks like (still heavily WIP)
November 6, 2025 at 1:32 AM
A little peek into how the sausage is (being) made:

These are the start of the shadow masks I'll be using to define where fake cast shadows should fall on the character

Combining this with a bunch of other masking and overlays will give me some nice control over shadow behavior
November 5, 2025 at 10:40 PM
Doing some more work with Basic Cable Games on their chef character

I'm excited to get to this point because I'm FINALLY working on the stylized shading for this, and I can already see a ton of ways to improve and push it towards looking like their concept art
November 5, 2025 at 8:53 PM
November 4, 2025 at 7:29 PM
How General Martok's aloof wife, Sirella, daughter of Linkasa, quietly steered his campaign from behind the scenes.
November 4, 2025 at 2:54 AM
In case you'd like to do it yourself, here's the node setup for object-stable screenspace UVs I'm using

The original is by @jankaluza.bsky.social, and I've changed it to add a fixed radius and set it up as a Material Function on my end

Should work in any version of Unreal 4/5
November 3, 2025 at 9:47 PM