
When people think about the Arcane style, they usually think about the very distinctive shading and painted look. And honestly, they’re not wrong. It’s a style that sits somewhere between 3D and illustration, which makes it both challenging and really interesting to study. For this project I wanted to explore that balance myself. The goal was to recreate the feeling of the Arcane style while understanding how the mix of hard and soft edges works on a face.
Stay tuned to see how it turns out.
The Arcane style has a really interesting approach to shading where it mixes soft gradients with sharper edges. I studied the Asaro head to better understand the balance between those edges. I started with simple shading that looks more like the Asaro head before going in and hand painting.
This is the stage right before the hand painting.

After finishing the sculpt, I created a retopology of the head to simplify the geometry. The goal was to reduce unnecessary detail and create a cleaner, lighter mesh that is easier to work with. This helps keep the model efficient while still preserving the overall shape of the sculpt.


Once the retopology was done, I created the UVs for the head. The goal was to lay out the UVs in a clean and organized way to make texturing easier later in the process. A good UV layout also helps keep the texture resolution consistent across the model.