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SMITE

/ Multiplayer Action MOBA

VSQUAD supported SMITE with stylized 3D character production under a strict established art direction and production pipeline. The work required accurate style matching, strong character readability, clean asset execution, and careful review at every stage.

50+ CHARACTERS DELIVERED

Stylized 3D character assets created for an active multiplayer game.

STRICT ART DIRECTION

Production work aligned with established visual rules, feedback, and review standards.

PIPELINE-READY ASSETS

Characters prepared to fit the existing production workflow and technical requirements.

What our clients say

“I can't begin to say enough great things about Volodya and VSquad! I look forward to continuing to work with them on into the future!”

Brian Jones
Brian Jones
Studio Character Lead at Airship Syndicate

“One of the best decisions I made was reaching out to VSquad for the production of my character 3D models. The team is not only incredibly professional but also genuinely kind and collaborative.”

Alán García Armendáriz
Alán García Armendáriz
Game & Combat Designer | Unreal Engine Developer | Creative Director at Unannounced Studio

“Collaborating with Volodya feels like teaming up with a partner who not only shares the workload effectively but also requires minimal guidance.”

Matthias Andre
Matthias Andre
Director | Co-Founder at Bitgem Pty Ltd

“It was a great experience working with Volodya's team. Not only did they keep our production on schedule, but the final delivery was of excellent quality.”

Kai
Kai
Meta Interaction

“VSQUAD did amazing work! Friendly, responsive — I look forward to working with them again.”

David Welch
David Welch
Creative Lead | Product Manager

“I have been working with VSquad for several years on various game projects. Their team consistently delivers high-quality artwork with precision, creativity, and attention to detail.”

Juan Castillo
Juan Castillo
Founder | Software Engineer at Venum Spyder

3D CHARACTER ART FOR SMITE

Dynamic 3D render of Chang'e House Unicorn skin for SMITE, featuring magical glowing effects and a crystal sword.
Stylized SMITE Character
3D Character
CONCEPT-BASED PRODUCTION
CONCEPT-BASED PRODUCTION

Character assets created to follow approved concepts and established visual direction.

SCULPTED CHARACTER DETAILS
SCULPTED CHARACTER DETAILS

High-poly sculpting used to define armor, costume details, and character forms.

PBR TEXTURING
PBR TEXTURING

Game-ready PBR textures prepared to match the project’s stylized material style.

CONCEPT-BASED PRODUCTION
CONCEPT-BASED PRODUCTION

Character assets created to follow approved concepts and established visual direction.

SCULPTED CHARACTER DETAILS
SCULPTED CHARACTER DETAILS

High-poly sculpting used to define armor, costume details, and character forms.

PBR TEXTURING
PBR TEXTURING

Game-ready PBR textures prepared to match the project’s stylized material style.

Who this work fits

Indie studios Indie studios Indie studios
Indie studios

Reliable art support for indie teams that need quality, budget awareness, and a team that stays involved.

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AAA Studios AAA Studios AAA Studios
AAA Studios

External production support for larger teams with established quality bars, reviews, and pipelines.

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Non-Gamedev
Non-Gamedev

3D production support for brands, agencies, products, and companies outside gaming.

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SMITE • Third-person MOBA • Hi Rez Studios

SMITE Zeus character model comparison renders in various game environments showcasing lighting and textures.
SMITE Zeus character model comparison renders in various game environments showcasing lighting and textures.

Zeus

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We made this Celestial skin for Zeus to lean into a sun-priest aesthetic. The main trick was the huge feathered wings – getting that soft texture to work with the more rigid armor pieces. We used hand-painted textures for the gold filigree on his robes and cranked up the yellow emissives on the shield and armor so he really stands out. It’s built to look divine and powerful while keeping his classic Zeus silhouette easy to spot in a fight.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
SMITE Miss Misery skin character comparison renders in-game environment with demonic wings and magical purple scythe.
SMITE Miss Misery skin character comparison renders in-game environment with demonic wings and magical purple scythe.

Miss Missery

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We worked on the Miss Misery skin to get a sharp, demonic look. The main focus was the high contrast between her red coat and the purple energy on the wings and weapon. We used hand-painted textures for the gold skull pauldrons and added bright emissives to the scythe’s core to make it stand out. The goal was to keep her silhouette readable for Smite gameplay while pushing the dark, stylish aesthetic.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender

Our operation models

VSQUAD production team working on game art and development support
EMBEDDED PRODUCTION SUPPORT
  • Individual artists or small production units can join your existing pipeline and work under your team’s direction.
VSQUAD team reviewing game production work at the studio
MANAGED PRODUCTION SUPPORT
  • VSQUAD handles a defined production scope with senior review, internal coordination, and delivery control on our side.
Horus

Horus

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We worked on this bionic skin for Horus to give him a high-tech, street-enforcer look. The main focus was the mechanical wings and making the glowing blue energy around his staff and body really pop. We used hand-painted textures for the tactical gear and added sharp emissives to his goggles and bionic legs. The goal was to keep his aerial silhouette clear while leaning hard into that futuristic, cyberpunk aesthetic.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender

Game engines we work with

Unity engine
Unity engine

Game-ready assets for Unity projects, mobile games, indie titles, and cross-platform production.

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Unreal engine
Unreal engine

Production-ready assets for Unreal projects that need strong visuals and clean technical setup.

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Godot engine
Godot engine

Flexible asset production for Godot projects, indie teams, prototypes, and lightweight games.

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Merlin

Merlin

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We made this Jester skin for Merlin to mix a classic harlequin look with something a bit more sinister. The big focus was the red and black leather and getting those checkerboard patterns to look sharp on the coat. We used hand-painted textures for the details and added purple emissives to the energy effects so his spells really pop. It’s all about keeping his silhouette recognizable while pushing that dark, chaotic vibe.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Xbalanque

Xbalanque

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We went for a shadow-stalker vibe with this Xbalanque skin. The main trick was the contrast between the dark leather hood and those bright orange glowing eyes. We used hand-painted textures for the bronze lion armor pieces and made sure his agile silhouette stays sharp in-game. It’s all about that lethal, stealthy look while letting the metallic details and daggers pop during combat.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
SMITE Bellona Ghost Queen skin 3D character model in dynamic poses on orange background.
SMITE Bellona Ghost Queen skin 3D character model in dynamic poses on orange background.

Bellona Ghost Queen

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We worked on this Bellona skin to give her a clean, spectral look. The main thing was getting that teal skin tone and the glowing greatsword to feel right. We used hand-painted textures for the spiked armor and kept her silhouette readable so players recognize her instantly. The arrows in the back and the crown were added to finish off that Ghost Queen vibe while keeping her battle-ready.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
SMITE Cliodhna celestial skin 3D model with glowing sword and cosmic visual effects.
SMITE Cliodhna celestial skin 3D model with glowing sword and cosmic visual effects.

Cliodhna

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We worked on the Celestial skin for Cliodhna to capture a cosmic, otherworldly vibe. The main focus was the deep space texture on her gown and the sharp orange emissives in her eyes and weapon. We used hand-painted details to keep the armor pieces looking solid while letting the glowing “star” effects provide that ethereal feel. The goal was to keep her silhouette recognizable for Smite gameplay while pushing the magical visual effects.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
SMITE Daji cyber skin 3D character model with neon fox tails and glowing claws in dynamic action poses.
SMITE Daji cyber skin 3D character model with neon fox tails and glowing claws in dynamic action poses.

Daji

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We went for a bright, cyber-anime look for this Daji skin. The main thing was balancing the pink and teal colors, especially across those massive tails. We used hand-painted textures for the outfit and pushed the neon glow on her claws to make them pop during combat. The goal was to keep her silhouette recognizable for Smite while leaning hard into the modern, star-themed aesthetic.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Dynamic 3D render of Chang'e House Unicorn skin for SMITE, featuring magical glowing effects and a crystal sword.
Dynamic 3D render of Chang'e House Unicorn skin for SMITE, featuring magical glowing effects and a crystal sword.

House Unicorn

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We made this House Unicorn skin to mix heavy armor with a more ethereal, magical vibe. The big challenge was the iridescent skirt and getting that silver plate to look right against the purple fabrics. We used hand-painted textures for the fur and metal, then pushed the teal emissives on the gems and the little unicorn-rabbit pet. It’s a clean, stylized look that keeps her combat silhouette clear while showing off the fine details.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Kali - Spy Master

Kali - Spy Master

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We made this Kali skin with a focus on the ronin-inspired silhouette and cosmic fabric patterns. The model features four arms holding sickles and a spear, with hand-painted textures on the purple robes and golden armor. We added pink emissives to the lanterns and eyes to keep the character visible in-game while maintaining that stealthy, spy-master vibe.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
Spectral Shifter The Morrigan

Spectral Shifter The Morrigan

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We wanted a really ghostly feel for this Morrigan skin. The main trick was the teal emissive skin popping against the dark, patterned fabric of her dress. We hand-painted the silver filigree and really cranked up the glow on the staff’s crystal to draw the eye. It’s built to look ethereal while staying sharp enough to read during a chaotic Smite match.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
SMITE Discordia Lunar Moth skin 3D model with glowing yellow eyes and large blue moth wings in dynamic poses.
SMITE Discordia Lunar Moth skin 3D model with glowing yellow eyes and large blue moth wings in dynamic poses.

Lunar Moth

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We built the Lunar Moth skin to mix a soft, natural feel with bright cosmic energy. The main focus was the large wings—getting those intricate blue patterns to look sharp while keeping the overall shape clean. We used hand-painted textures for the fur on the chest and boots, then added sharp yellow emissives to the eyes to make the character pop. The goal was to keep her silhouette readable for Smite’s gameplay while leaning into the magical moth theme.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender
SMITE Sol Succubus skin character model showcase with detailed face close-up and full body 3D render.
SMITE Sol Succubus skin character model showcase with detailed face close-up and full body 3D render.

Sol Succubu

Client: Hi-Rez Studios (c) 2023
Tags: 3D ART, CHARACTERS

We went for a dark, supernatural theme with this Sol skin. The main challenge was the wings – making that purple glow feel bright enough to pop without losing the detail in the gradients. We used hand-painted textures for the teal hair to make it contrast with the dark purples of her outfit and kept the armor pieces sharp. It’s a clean, readable model that hits the succubus vibe while staying true to the Smite style.

Software Used
Maya Maya
Photoshop Photoshop
ZBrush ZBrush
Substance 3D Painter Substance 3D Painter
Marmoset Toolbag Marmoset Toolbag
Blender Blender

Our Clients

Trusted by leading game studios worldwide.

OTHER ART SERVICES

Alongside full project production, VSQUAD also supports other services:
3D Character Art
Fits your pipeline. Predictable budget.
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Hair and Fur
We specialize in creating realistic hair and fur.
CHECK DETAILS
2D Character Art
Custom characters for games and real-time projects.
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FAQ

Key questions about our production work on SMITE, including stylized 3D character production, skins, PBR texturing, sculpting, style consistency, quality control, and production support for similar multiplayer games.

VSQUAD supported SMITE with stylized 3D character production for an active multiplayer game.

The work focused on creating character models and skins under a strict established art direction. Every asset had to match the game’s visual language, technical requirements, and production standards.

This type of work requires more than good modeling. It needs careful concept following, strong sculpting, controlled PBR texturing, and review at every stage.
VSQUAD worked on 3D character assets and skins for SMITE.

The production included sculpting, modeling, retopology, UVs, PBR texturing, material work, and final asset preparation. The characters had to be ready for real production use and fit into the existing game pipeline.

For a live multiplayer game, consistency matters a lot. New skins and characters cannot look like they come from a different project, even when the concept is visually complex.
The production started from approved concepts and established visual rules.

The team had to preserve the main silhouette, costume logic, armor shapes, materials, and character personality from the concept while translating it into a clean 3D production asset.

This is where art direction matters. The goal is not to copy the concept blindly, but to make it work in 3D, from different angles, with proper proportions, readable forms, and correct material treatment.
Style consistency was maintained through strict art direction, reference work, internal review, and close attention to the existing SMITE visual standard.

The team checked proportions, sculpted forms, armor details, fabric shapes, color balance, material response, and texture readability. Every asset had to feel like part of the same game.

For projects like SMITE, consistency is not optional. Even small mistakes in silhouette, material finish, or texture contrast can make a character feel off-style.
Yes. Sculpting was part of the character production process.

High-poly sculpting helped define armor details, costume forms, surface breaks, folds, ornaments, and character-specific details before moving into the final game-ready asset workflow.

Sculpting is especially useful for stylized characters because it helps control the big forms first, then refine details without losing the main silhouette.
Yes. The production included PBR texturing adapted to SMITE’s stylized material style.

PBR does not mean the asset has to look realistic. In stylized production, PBR tools can help control metal, leather, cloth, skin, roughness, highlights, and material separation while still keeping the final look within the game’s art direction.

The goal was to make textures readable, game-ready, and consistent with the existing SMITE character pipeline.
The production pipeline could include tools such as Maya, ZBrush, Substance 3D Painter, Photoshop, Marmoset Toolbag, Blender, and other standard game art software depending on the asset and task.

The exact software is less important than the production result: clean sculpting, proper topology, readable textures, controlled materials, and assets prepared for the existing pipeline.

For a project like SMITE, tools are only part of the work. The harder part is matching the established visual direction and passing review consistently.
Quality control was handled through internal review, lead artist supervision, and production checks before delivery.

The team reviewed sculpt quality, topology, UVs, texture readability, material setup, concept matching, and overall style consistency. This helped catch issues before the asset reached the external review stage.

For live game production, quality control is not only about beauty. It is also about predictability, technical cleanliness, and reducing unnecessary rework.
Yes. VSQUAD can support character production for multiplayer games, MOBAs, action games, RPGs, live games, and projects with an established visual style.

We can help with 3D characters, skins, creatures, armor sets, weapons, props, sculpting, retopology, UVs, PBR texturing, and game-ready asset preparation.

The best starting point is a character brief, concepts, references, target quality bar, technical requirements, and information about the production pipeline.
Send us the character brief, concept art or references, expected quality level, technical requirements, and the number of assets you need.

If the scope is unclear, we can help break it down first: what needs sculpting, what can be simplified, what texture workflow makes sense, and how much review time should be planned.

After that, we can suggest a realistic estimate, production timeline, and team setup.

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