My character bases all come from an open source program called Daz, which provides human and humanoid character bases you can then build upon. It’s a Sims-maker on steroids, basically. Some artists build their characters from scratch, which I admire greatly – but it’s not for me. I’m more invested in customizing, adding details, texturing, and rendering. After creating a base in Daz, I usually move my characters over to Maya, which is a 3D software where I sculpt, pose, animate, texture, add things like hair and finer details and animate. Lately, I’ve been working on some longer animation projects, which has led me to using Unreal Engine, a program that is traditionally used for game development.