3D Character case study of

Chibi Jinx

Fully rigged and animated for Insta/Tiktok

Chibi Style Character

This project is a fully rigged, game- and film-ready chibi character inspired by Jinx (Arcane), created end-to-end in Blender. The case study shows a tight stylized pipeline: references → blockout → sculpt → retopo/UVs → high-to-low bakes → texturing/shading → rigging → quick animation tests.

The asset is production-minded with clean deformation topology, tidy UVs, and export-ready files (FBX/GLB). The custom rig supports IK/FK, twist helpers, and simple facial controls for expressive poses. Fan art for educational/showcase use only; not affiliated with Riot or Netflix.

3D Character case study of

Chibi Jinx

Fully rigged and animated for Insta/Tiktok

Chibi Style Character

This project is a fully rigged, game- and film-ready chibi character inspired by Jinx (Arcane), created end-to-end in Blender. The case study shows a tight stylized pipeline: references → blockout → sculpt → retopo/UVs → high-to-low bakes → texturing/shading → rigging → quick animation tests.

The asset is production-minded with clean deformation topology, tidy UVs, and export-ready files (FBX/GLB). The custom rig supports IK/FK, twist helpers, and simple facial controls for expressive poses. Fan art for educational/showcase use only; not affiliated with Riot or Netflix.

3D Character case study of

Chibi Jinx

Fully rigged and animated for Insta/Tiktok

Chibi Style Character

This project is a fully rigged, game- and film-ready chibi character inspired by Jinx (Arcane), created end-to-end in Blender. The case study shows a tight stylized pipeline: references → blockout → sculpt → retopo/UVs → high-to-low bakes → texturing/shading → rigging → quick animation tests.

The asset is production-minded with clean deformation topology, tidy UVs, and export-ready files (FBX/GLB). The custom rig supports IK/FK, twist helpers, and simple facial controls for expressive poses. Fan art for educational/showcase use only; not affiliated with Riot or Netflix.

PROJECT PIPELINE

Concept

Concept

Modelling

Modelling

Retopology

Retopology

UVs & Texturing

UVs & Texturing

Rig & Animation

Rig & Animation

STEP 1

Choosing the concept

For the concept, I started by collecting the references. All the references were collected in pureref. This is of great help when we start modelling, I have collected references for the eyes, hands and everything. Having great references help in saving a lot of time.

STEP 1

Choosing the concept

For the concept, I started by collecting the references. All the references were collected in pureref. This is of great help when we start modelling, I have collected references for the eyes, hands and everything. Having great references help in saving a lot of time.

STEP 2

Sculpting and High-poly modelling

Next we create the high poly structure. He I modelled all the details manually. Using a combination of sculpting tools for organic shapes like face and hands and using modelling techniques for hardsurface and inorganic shapes like belt and shoes. In this we do not worry about the topology of the model, the goal is to make it as visually accurate as possible.

STEP 2

Sculpting and High-poly modelling

Next we create the high poly structure. He I modelled all the details manually. Using a combination of sculpting tools for organic shapes like face and hands and using modelling techniques for hardsurface and inorganic shapes like belt and shoes. In this we do not worry about the topology of the model, the goal is to make it as visually accurate as possible.

STEP 3

Retopology

In this step I created the optimized version of the high poly model. This is the light version and this can easily be rigged and animated.

STEP 3

Retopology

In this step I created the optimized version of the high poly model. This is the light version and this can easily be rigged and animated.

STEP 4

UV Unwrapping and Baking Textures

Next we UV Unwrap the 3D Model and Bake all the textures from High Poly to Low Poly. The Data is captured in various maps like the Ambient Occlusion Maps, Normal Maps (Tangent and Object) and Manual Textured in the Albedo Maps

STEP 4

UV Unwrapping and Baking Textures

Next we UV Unwrap the 3D Model and Bake all the textures from High Poly to Low Poly. The Data is captured in various maps like the Ambient Occlusion Maps, Normal Maps (Tangent and Object) and Manual Textured in the Albedo Maps

STEP 5

Rigging, Posing and Animation

The step is to add Controls to the Character so that we can pose it and animate it. We can control its Face and Body using this rig.

STEP 5

Rigging, Posing and Animation

The step is to add Controls to the Character so that we can pose it and animate it. We can control its Face and Body using this rig.

Thankyou for the visit!

From what started just as a concept, is now a fully game ready 3D Character.

Creation a character like this including the rig, takes about 7-21 days.


You can check out my other 3D Character case studies or discuss a your project with me using the links below.


Available For Work

Curious what we can build together? Let’s create characters that truly stand out.

Available For Work

Curious what we can build together? Let’s create characters that truly stand out.

Available For Work

Curious what we can build together? Let’s create characters that truly stand out.