Hi Everyone!
I’m Yury Taran, a Senior 3D Character Artist with 5+ years of production experience in game studios.
This thread is a collection of my portfolio pieces and WIPs, which I’ll be updating over time with both personal and production work. My main focus is realistic and stylized characters for games.
Below are a couple of my most well-known personal projects. Both were featured on 80 Level, and I’m sharing them here as a starting point for this thread.
All my projects were made in the Game Ready pipeline.
Post Apocalypse Girl
Personal project, realistic character
(Featured on 80 Level)


Khorne Space Marine – Warhammer 40,000 Fan Art
Personal project, fan art
(Featured on 80 Level)



More updates coming soon.
Thanks for checking it out!
Replies
Looks like she has been whacked with the grunge brush though, like she stood under the crap spray for too long. The gun in the second image looks like it is made of mud so it seems to be made of plasticine/lumpy clay. The first closeup looks pretty nice but there is no bump on the neck, and all items are evenly wear and torn which looks artificial,
The warhammer dudes face skin look pretty dead and once again the entire figure has been grunged.
Keep going!
This character Armor Set was created for New World: Aeternum in collaboration with Side for Amazon Games.
Based on the provided concept, I owned the full character production pipeline — from high poly sculpt to final textured, game-ready asset.
My responsibilities included:
• High poly sculpting
• Low poly modeling & clean retopology
• UV layout
• Map baking
• PBR texturing
It was a great experience contributing to the world of New World and collaborating with the talented teams at Side and Amazon Games.
Special thanks to both teams for the opportunity and trust.
All rights belong to Amazon Games.
https://www.artstation.com/artwork/0lGJwG
Sharing the technical stage of my stylized character (Fortnite-inspired style).
• 34k tris
• Game-ready low poly
• Clean deformation-friendly topology
• Optimized UVs
• Bake completed
The character is now ready for the texturing phase.
Focused on maintaining strong silhouette and readable shapes while keeping the mesh efficient for real-time use.