Anumas Ritthidech

Senior 3D Character Artist & Pipeline Lead

20 Years of experience specializing in high-fidelity **AAA Realism** and **Award-Winning Stylized** character art, mastering traditional hand-painted techniques through modern PBR/NPR workflows.

Selected Projects

Ragnarok IP: Stylized

Gravity Game Tech | 2022 - Present

Award-Winning Stylized character production.

View on ArtStation

Alice: Madness Returns

Virus Studio | AAA Outsourcing

Gothic-Surrealism & Hand-Painted textures.

View on ArtStation

Amazon New World

Realistic PBR & Hair Cards

Next-Gen Realism pipeline showcase.

View on ArtStation
CASE STUDY 01

Ragnarok Hero: Production Breakdown

A deep dive into the creation of a stylized hero character for the Ragnarok IP.
Goal: Translate 2D concepts to 3D while optimizing for mobile performance (~8k tris).

Engine: Unity / Custom Shader Polycount: 8,450 Tris Texture: 1024x1024 (Hand-Painted)

Topology & Optimization

Maintaining clean, quad-based topology was critical for the facial rigging system. Loops were specifically optimized around the eyes and mouth to support anime-style expressions without mesh distortion.

Challenge: Keeping the silhouette smooth on mobile constraints.
Solution: Strategic use of hard edges and baked normals only where necessary.

Hand-Painted Texture Workflow

Technique

100% Hand-painted diffuse map using Photoshop & Substance Painter. Lighting information is baked into the texture to support the NPR (Non-Photorealistic) look.

CASE STUDY 02

Ragnarok Environment & Props

Expanding the world: Creating immersive, stylized environments optimized for mobile.
Focus: Modular assets, tileable hand-painted textures, and world building.

Scene: Forest / Bridge ZoneWorkflow: Modular Kitbash

Modular Asset Kit

Created a set of reusable props (crates, barrels, pillars) sharing a single texture atlas to minimize draw calls.

Hand-Painted Tiling Textures

Seamless looping textures for ground and walls, painted in Photoshop with a focus on stylized "chunky" details readable on small screens.

Skills & Technical Expertise

CORE COMPETENCIES

  • Anatomy Mastery: Realistic human and creature sculpting (ZBrush).
  • Pipeline Leadership: Establishing workflows (High-to-Low poly, QC).
  • Texturing Versatility: Hand-Painted (NPR) and Photorealistic PBR.
  • Hair & Fur: Advanced Hair Card creation and grooming techniques.

SOFTWARE PROFICIENCY

ZBrush (Expert) Maya / 3ds Max Substance 3D Painter Marmoset Toolbag Unreal Engine (UE4/UE5) Photoshop (Hand-Painted) Marvelous Designer

AWARDS & LEGACY

1st Place: Ragnarok Costume Design Contest
Hired by Gravity Game Tech following the win.

Virus Studio Founding Member (2006)
Led art teams for AAA Outsourcing (Harry Potter, UFC).

Let's Discuss Your Next Project

Seeking Lead or Senior Character Artist roles in the AAA or large-scale mobile/stylized space.

Email: [email protected]