We are a specialized
Full-Pipeline 3D and Technical Art Studio dedicated to crafting production-ready, Anime-styled
3D characters and real-time game assets. Bridging high-end character design with advanced
Technical Art and Blueprint logic, we deliver fully rigged, optimized assets built specifically
for seamless integration between Blender and Unreal Engine 5.
What We Offer
Exclusive 3D Game-Ready Assets:
One-of-a-kind commercial character models supplied with full source files and exclusive rights.
Full-Pipeline 3D Development
Complete character creation covering high-poly sculpting, clean topology, stylized NPR texturing, and optimized UV mapping.
Custom Rigging & Facial Setup
Standardized FK/IK bone hierarchies (DEF/CTRL/ROOT/MCH), custom facial expression and blendshapes
Tech Art & Engine Integration
Production-ready Unreal Engine 5 setup featuring pre-configured KawaiiPhysics, SDF face shading networks, procedural Foot IK, and locomotion logic.
Animation Retargeting Compatibility
Standardized bone hierarchies and joint orientations pre-configured for Unreal Engine’s IK Retargeter, ensuring smooth motion transfer from UE5 Manny/Quinn, Mixamo, or MoCap datasets.
Advanced Material & Shader Logic
Custom Real-Time Shaders featuring see-through eye/eyebrow material logic through hair, anime SDF face shadow networks, outline controls, and customizable NPR texture parameters.
Fully compatible with
UE5 Mannequin, Mixamo, and MoCap animation datasets via
IK Retargeter, equipped with extra corrective
controllers to adjust mesh clipping and pose offsets
post-transfer.
High-Resolution
NPR Texture Sets
Included Map
Types: Base
Color Resolutions: Delivered in
master 4K (4096×4096) for primary mesh/garments, with
optimized 2K (2048×2048) and 1K (1024×1024) sets for
accessories and packed masks.
Anime
See-Through Hair Logic
Real-time shader setup
ensuring eyebrows and eyelashes remain visible through
overlapping hair geometry, recreating authentic anime
aesthetics.
Controllable
Outline &
Rim Light
Exposed Material
Instance parameters for real-time adjustment of outline
thickness, line color, and rim light intensity to ensure
perfect separation from any background.
Exoskeleton
Rigging &
Controls
Full manual control
over exoskeleton components directly inside the Blender
and Unreal Engine 5 Control Rigs, allowing seamless
posing without mesh clipping or mechanical distortion.
Adaptive
Environmental Color Response
Real-time shader logic
that dynamically adapts character colors to match
surrounding ambient color changes.
Advanced
Full-Body Rigging
Seamless IK/FK
Switching: Toggles on limbs and fingers for
flexible animation workflows. Twist Bone
Integration: Dedicated forearm twist bones
to eliminate wrist distortion during rotations.
Optimized Texel
Density Distribution
Standardized
Budget: Balanced 10.24–20.48
px/cm Texel Density across main clothing and
body geometry for clean UE5 rendering. Prioritized
Facial UVs: Increased Texel Density
(20.48–40.96 px/cm) allocated for Face,
Eye, and Eyebrow UV islands to guarantee ultra-sharp
details during cinematic close-ups and dialogue
sequences.
Artist-Friendly
Shader Controls
Real-Time
Look-Dev: Instant control over shadow levels,
specular highlights, overall contrast, and brightness
without recompiling master shaders. Flexible
Visual Tuning: Fine-tune character shading,
color balance, and toon shadow thresholds to seamlessly
adapt to any environment.
Strict
Technical Organization
Clean bone hierarchies,
standardized vertex group naming (DEF/CTRL/ROOT/MCH).
How Does It Work?
Project Setup & Concept Alignment
Concept Establishment: We work closely with your references or help define clear visual orthographics to lock in anatomical scale and anime art direction before touching 3D.
Concept & Proportions
Translate 2D artwork and references into 3D-ready character silhouettes, establishing accurate anatomical scale and anime art direction.
High-Poly Sculpting
Craft high-detail 3D sculpts for stylized facial features, clean hair geometry, garments, and hard-surface exoskeleton components.
Retopology & UV Packing
Build clean, game-ready topology with prioritized Texel Density allocation for face and eye UV islands.
Stylized Texturing & Masking
Hand-craft textures, bake pre-computed SDF face shadow maps, and assemble channel-packed technical masks for toon rendering.
Advanced Rigging & Blendshapes
Build standardized FK/IK bone hierarchies, integrate twist bones for clean deformation, and set up facial expression blendshapes.
Tech Art & UE5 Integration
Set up Material Instances (real-time controls for outlines, rim light, tinting), configure KawaiiPhysics for hair and cloth, and validate IK Retargeter compatibility.
Playable Character Blueprint
Setting up a pre-configured UE5 Third-Person Character Blueprint with essential movement logic (walk, run, jump) and camera controls for instant in-engine playtesting.
Final Approval & Asset Handover
Complete Source Delivery: Instant release of all raw project source files (.blend, .fbx, .uasset, master 4K texture packages).
Tohru Nyan Art
FAQ
You can ask questions directly tohrunyan.art@fixlabcenter.pl
Yes. The character is created as an exclusive 1-of-1 asset. You receive full commercial rights to use, modify, publish, and monetize the character within your games, VTubing, or commercial media projects. The asset will never be resold or delivered to any other client.
No. You cannot resell, sublicense, or redistribute the raw source files (.blend, .fbx, .uasset) or offer the model as a standalone asset on digital marketplaces.
Our studio retains non-exclusive rights solely for portfolio display, social media showcases, breakdown reels, and promotional marketing content. We will never redistribute, resell, or transfer the actual project files or assets to any third party.
We respect unannounced titles and can sign a Non-Disclosure Agreement (NDA). We are happy to delay publishing portfolio showcases, breakdown reels, or promotional content until your project is officially announced or released to the public.
The character is sold strictly to a single client under an exclusive commercial license. Once purchased, the asset is permanently removed from public availability, ensuring complete visual and ownership uniqueness.
You receive clean source files including Blender projects (.blend), standard export files (.fbx), fully configured Unreal Engine 5 asset files (.uasset), and master 4K texture packages.
Production begins upon receipt of a 50% upfront deposit and concept alignment. The remaining 50% payment is due after final client sign-off (following a video or interactive preview), after which all source files are delivered.
We work closely with your provided references or help establish clear visual orthographics to lock in anatomical scale and anime art direction before starting any 3D work.
Yes. The rig features standardized bone hierarchies pre-configured for Unreal Engine’s IK Retargeter, ensuring smooth motion transfer from UE Manny/Quinn, Mixamo, and MoCap datasets.
A specialized real-time shader setup that ensures eyebrows and eyelashes remain cleanly visible through overlapping front hair geometry, replicating authentic anime aesthetics.
Yes. Material Instances expose real-time parameters for outline thickness, rim light intensity, shadow depth, contrast, brightness, and color tinting directly inside UE5.
Optimized game-ready topology averages around 50k Vertices / 100k Triangles.
Absolutely. During our initial project alignment, we will review your technical requirements and budget. You can select only the core steps (e.g., high-poly model + base texturing) and omit tech art or rigging add-ons to keep costs optimized.
We are always open to tailored solutions! If your project requires unique technical features, specialized shader logic, or custom rig setups not listed in our standard modules, we can discuss your exact vision during the initial consultation. We will find a clear middle ground between scope and budget to deliver precisely what your project needs.
Feel
free to contact. We really love to communicate with our clients.