Luiza Gomes
3D Character Artist

This is the model of Michonne I made for the game The Walking Dead Destinies at Flux Games. I was responsible for making evertyhing on this character: likeness, clothes, hair and textures and after many tweaks, this is the in-game version of her, approved by AMC. It was a big challenge making such a complex character in little time but I guess this is a cool result! Rigging by Gustavo Tozze



This is the model of Michonne I made for the game The Walking Dead Destinies at Flux Games. I was responsible for making evertyhing on this character: likeness, clothes, hair and textures and after many tweaks, this is the in-game version of her, approved by AMC. It was a big challenge making such a complex character in little time but I guess this is a cool result! Rigging by Gustavo Tozze

This is the model of Shane season one skin for the game The Walking Dead Destinies, in which I worked as Lead 3D Character Artist at Flux Games. Like many other models of the game, it wasn't made entirely by one person. The first pass on likeness, skin textures and his accessories were made by Gabriel Silva de Almeida under my supervision. The clothes (model and texture) and the hair (hair cards were used) were done by me, and I also did the the fnal pass on likeness and skin textures.

This is the in-game version of Shane, approved by AMC and it was one of their favourites models! These images were rendered on Marmoset. Rigging by Gustavo Tozze


This is the model of Shane season one skin for the game The Walking Dead Destinies, in which I worked as Lead 3D Character Artist at Flux Games. Like many other models of the game, it wasn't made entirely by one person. The first pass on likeness, skin textures and his accessories were made by Gabriel Silva de Almeida under my supervision. The clothes (model and texture) and the hair (hair cards were used) were done by me, and I also did the the fnal pass on likeness and skin textures.

This is the model of Hershel after he loses his leg for the game The Walking Dead Destinies, in which I worked as Lead 3D Character Artist at Flux Games. Like many other models of the game, it wasn't made entirely by one person. The first pass on likeness, skin textures and his boots were made by Gabriel Silva de Almeida under my supervision. The clothes (model and texture) and the hair (hair cards were used) were done by me, and I also did the the fnal pass on likeness and skin textures.

This is the in-game version of Hershel Skin 02, approved by AMC and it I really enjoyed making this character! These images were rendered on Marmoset. Rigging by Gustavo Tozze


This is the model of Hershel after he loses his leg for the game The Walking Dead Destinies, in which I worked as Lead 3D Character Artist at Flux Games. Like many other models of the game, it wasn't made entirely by one person. The first pass on likeness, skin textures and his boots were made by Gabriel Silva de Almeida under my supervision. The clothes (model and texture) and the hair (hair cards were used) were done by me, and I also did the the fnal pass on likeness and skin textures.

This is the Rick Grimes Sheriff Skin model I made for the game The Walking Dead Destinies at Flux Games as Lead 3D Character Artist. I was responsible for making evertyhing on this character: likeness, clothes, hair (with hair cards), UV mapping and textures. This Rick was the very first character created for this game and I really wish we had more time to improve him a little bit more, but the schedule was tight and this became his final in-game model, approved by AMC.

These images were rendered on Marmoset. Rigging by Gustavo Tozze


This is the Rick Grimes Sheriff Skin model I made for the game The Walking Dead Destinies at Flux Games as Lead 3D Character Artist. I was responsible for making evertyhing on this character: likeness, clothes, hair (with hair cards), UV mapping and textures. This Rick was the very first character created for this game and I really wish we had more time to improve him a little bit more, but the schedule was tight and this became his final in-game model, approved by AMC.

Alien study for the Rafa Souza ZBrush course. This model was sculpted, painted and rendered in ZBrush and final composition was done in Photoshop.

Alien study for the Rafa Souza ZBrush course. This model was sculpted, painted and rendered in ZBrush and final composition was done in Photoshop.

Alien study for the Rafa Souza ZBrush course. This model was sculpted, painted and rendered in ZBrush and final composition was done in Photoshop.

Alien study for the Rafa Souza ZBrush course. This model was sculpted, painted and rendered in ZBrush and final composition was done in Photoshop.

This is Terry Silver from Cobra Kai 2: Dojo's Rising. I was responsible for making the hair, accessories, skin and clothes textures. I supervised the likeness and clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Rigging by Gustavo Tozze All images are screenshots from Unity.



This is Terry Silver from Cobra Kai 2: Dojo's Rising. I was responsible for making the hair, accessories, skin and clothes textures. I supervised the likeness and clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Rigging by Gustavo Tozze All images are screenshots from Unity.

This is John Kreese from Cobra Kai 2: Dojo's Rising. I was responsible for making the accessories, skin and clothes textures. I supervised the likeness, hair and clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Rigging by Gustavo Tozze All images are screenshots from Unity.


The likeness was approved by the agents of Martin Kove, who plays Kreese on the show.

This is John Kreese from Cobra Kai 2: Dojo's Rising. I was responsible for making the accessories, skin and clothes textures. I supervised the likeness, hair and clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Rigging by Gustavo Tozze All images are screenshots from Unity.

This is Daniel Larusso from Cobra Kai 2: Dojo's Rising. I was responsible for making the accessories, hair, skin and clothes textures. I supervised the likeness and clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Rigging by Gustavo Tozze All images are screenshots from Unity.


The hair was made with hair cards.

This is Daniel Larusso from Cobra Kai 2: Dojo's Rising. I was responsible for making the accessories, hair, skin and clothes textures. I supervised the likeness and clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Rigging by Gustavo Tozze All images are screenshots from Unity.

This is Johnny Lawrence from Cobra Kai 2: Dojo's Rising. I was responsible for making the hair, skin and clothes textures. I supervised the likeness and clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Rigging by Raí Esteves. Images are screenshots from Unity.


The hair was made using hair cards.

This is Johnny Lawrence from Cobra Kai 2: Dojo's Rising. I was responsible for making the hair, skin and clothes textures. I supervised the likeness and clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Rigging by Raí Esteves. Images are screenshots from Unity.

This is Tory Nichols from Cobra Kai 2: Dojo's Rising. I was responsible for making the likeness, accessories, hair, skin and and clothes textures. I supervised the clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Her hair was made with hair cards. Rigging by Gustavo Tozze. All images are screenshots from Unity.



This is Tory Nichols from Cobra Kai 2: Dojo's Rising. I was responsible for making the likeness, accessories, hair, skin and and clothes textures. I supervised the clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. Her hair was made with hair cards. Rigging by Gustavo Tozze. All images are screenshots from Unity.

This is Sam Larusso from Cobra Kai 2: Dojo's Rising. I was responsible for making the accessories, hair, skin and and some of the clothes textures. I supervised the likeness, clothes creation and texturess which were made by Reinaldo Di Pietro and did the final pass on the character model. Her hair was made with hair cards. Rigging by Gustavo Tozze. All images are screenshots from Unity.



This is Sam Larusso from Cobra Kai 2: Dojo's Rising. I was responsible for making the accessories, hair, skin and and some of the clothes textures. I supervised the likeness, clothes creation and texturess which were made by Reinaldo Di Pietro and did the final pass on the character model. Her hair was made with hair cards. Rigging by Gustavo Tozze. All images are screenshots from Unity.

This is the model of Miguel Diaz for the game Cobra Kai 2: Dojo's Rising. I was responsible for making the model (likeness) hair, skin and clothes textures. I supervised the clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. The hair was made with hair cards. Rigging by Raí Esteves. Images are screenshots from Unity.



This is the model of Miguel Diaz for the game Cobra Kai 2: Dojo's Rising. I was responsible for making the model (likeness) hair, skin and clothes textures. I supervised the clothes creation which were made by Reinaldo Di Pietro and did the final pass on the character model. The hair was made with hair cards. Rigging by Raí Esteves. Images are screenshots from Unity.

Real-time character I made for the Flipped Normals Fairy Tales Challenge. Sculpted in ZBrush Retopology and UV Mapping in Maya Texture in Substance Painter Screenshots from Unreal Engine


4096x 2048 Hair UV set

Real-time character I made for the Flipped Normals Fairy Tales Challenge. Sculpted in ZBrush Retopology and UV Mapping in Maya Texture in Substance Painter Screenshots from Unreal Engine

Real-time hair I made for the Flipped Normals Fairy Tales Challenge using hair cairds. 20.638 tris Screenshot from Unreal

Real-time hair I made for the Flipped Normals Fairy Tales Challenge using hair cairds. 20.638 tris Screenshot from Unreal

Study of horse anatomy sculpted in ZBrush.



Study of horse anatomy sculpted in ZBrush.

Robot Arm I made as a hard surface study. I'm an organic models lover but had some fun modeling this little robot arm. 9.898 tris Modeled in Blender Textured in Substance Painter Rendered in Marmoset



Robot Arm I made as a hard surface study. I'm an organic models lover but had some fun modeling this little robot arm. 9.898 tris Modeled in Blender Textured in Substance Painter Rendered in Marmoset

3D astronaut with hard surface details.

Textured in Substance Painter.

42.045 vertices 41.697 faces 82.806 tris

3D astronaut with hard surface details.

Hair asset I made for the masterclass Hair Creation for Games by Johan Lithvall at Computer Graphics Master Academy (CGMA). The hair is 47k triangles, built with polygon hair cards. Images are screenshots from Unreal



Hair asset I made for the masterclass Hair Creation for Games by Johan Lithvall at Computer Graphics Master Academy (CGMA). The hair is 47k triangles, built with polygon hair cards. Images are screenshots from Unreal

Male model sculpted in ZBrush.


Retopologized in Maya. 10.060 vertices 10.140 faces 20.116 tris

Male model sculpted in ZBrush.