{"id":726,"date":"2026-09-04T19:51:01","date_gmt":"2026-09-04T19:51:01","guid":{"rendered":"https:\/\/belarak.com\/?p=726"},"modified":"2026-09-04T19:51:04","modified_gmt":"2026-09-04T19:51:04","slug":"josh-hokit-ea-sports-ufc-6","status":"publish","type":"post","link":"https:\/\/belarak.com\/index.php\/2026\/09\/04\/josh-hokit-ea-sports-ufc-6\/","title":{"rendered":"Josh Hokit \u2014 EA SPORTS UFC 6"},"content":{"rendered":"\n<figure class=\"wp-block-video aligncenter\"><video height=\"1080\" style=\"aspect-ratio: 1920 \/ 1080;\" width=\"1920\" autoplay controls loop muted src=\"\/wp-content\/uploads\/2026\/09\/JoshHokit.mov\" playsinline><\/video><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">I had the opportunity to work on <strong>Josh Hokit<\/strong> for <strong>EA SPORTS UFC 6<\/strong>, taking the character through several stages of the character art pipeline while maintaining a strong focus on likeness, realism, and production quality.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The character development process involved a combination of <strong>traditional sculpting<\/strong> and working with <strong>scan-based data<\/strong> when available. Depending on the source material, I refined and cleaned up the scan, corrected forms and anatomy, and added the additional sculpted details required to achieve the desired final quality.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">My Responsibilities<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">My work on the character included:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Traditional sculpting and form development in <strong>ZBrush<\/strong><\/li>\n\n\n\n<li>Cleaning up and refining scan-based geometry when provided<\/li>\n\n\n\n<li>Correcting facial and body forms, proportions, and anatomy<\/li>\n\n\n\n<li>Adding secondary and tertiary sculpted details<\/li>\n\n\n\n<li>Modeling, cleanup, and final polish in <strong>Maya<\/strong><\/li>\n\n\n\n<li>Texture creation and refinement using <strong>Substance 3D Painter<\/strong> and <strong>Adobe Photoshop<\/strong><\/li>\n\n\n\n<li>Hair and grooming work in <strong>Maya using Ornatrix<\/strong><\/li>\n\n\n\n<li>Reconstructing and refining body tattoos from available reference material<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Likeness &amp; Scan Refinement<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">One of the main priorities throughout the project was achieving a convincing and accurate likeness of <strong>Josh Hokit<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">When scan data was available, it served as a valuable foundation, but still required significant artistic refinement. I focused on cleaning up scan artifacts, correcting anatomical and proportional issues, restoring important facial forms, and adding details that were either missing or not captured clearly enough in the original scan.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For areas where scan information was limited, I relied more heavily on traditional sculpting and reference analysis to ensure the final result remained consistent and recognizable.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Tattoo Reconstruction<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The character also included multiple tattoos across the body, which required additional texture work.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Some of the available tattoo references varied in quality, resolution, and viewing angle, so part of my responsibility was to <strong>reconstruct and regenerate the tattoo artwork<\/strong> as accurately as possible from multiple reference images.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This involved identifying the original shapes and patterns, correcting perspective and distortion, rebuilding missing or unclear sections, and integrating the final tattoo textures naturally into the character&#8217;s skin.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Attention to Detail<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">A large part of the work involved refining both major and subtle character details, including:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Facial structure and likeness-specific forms<\/li>\n\n\n\n<li>Body anatomy and proportions<\/li>\n\n\n\n<li>Scan cleanup and surface refinement<\/li>\n\n\n\n<li>Skin details and texture variation<\/li>\n\n\n\n<li>Tattoo placement, shape, and visual accuracy<\/li>\n\n\n\n<li>Hair and grooming details<\/li>\n\n\n\n<li>Clothing materials and fabric characteristics<\/li>\n\n\n\n<li>Small surface details that contribute to the overall realism of the character<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Throughout the process, I focused on balancing <strong>likeness, artistic refinement, scan fidelity, texture quality, and technical requirements<\/strong> to deliver a character that met the visual standards of EA SPORTS UFC 6.<\/p>\n\n\n\n<main class=\"wp-block-group is-layout-flow wp-container-core-group-is-layout-1d10cf79 wp-block-group-is-layout-flow has-background\" style=\"border-right-style:none;border-right-width:0px;border-left-style:none;border-left-width:0px;margin-top:0;margin-bottom:0;padding-top:var(--wp--preset--spacing--50);padding-bottom:var(--wp--preset--spacing--50);background-size:cover;\">\n<div class=\"wp-block-group is-layout-constrained wp-container-core-group-is-layout-979e5589 wp-block-group-is-layout-constrained\" style=\"min-height:0px\">\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-dots\"\/>\n\n\n\n<div class=\"wp-block-group is-layout-constrained wp-block-group-is-layout-constrained\">\n<h2 class=\"wp-block-heading has-large-font-size\">Software Used<\/h2>\n\n\n\n<div class=\"wp-block-group is-layout-grid wp-container-core-group-is-layout-5b57bc5a wp-block-group-is-layout-grid\">\n<div class=\"wp-block-group is-nowrap is-layout-flex wp-container-core-group-is-layout-79fb870f wp-block-group-is-layout-flex\">\n<figure class=\"wp-block-image size-full is-resized wp-duotone-unset-1\"><img loading=\"lazy\" decoding=\"async\" width=\"60\" height=\"60\" src=\"\/wp-content\/uploads\/2024\/10\/pt_appicon_noshadow_512.png\" alt=\"\" class=\"wp-image-231\" style=\"width:32px;height:auto\"\/><\/figure>\n\n\n\n<p class=\"has-small-font-size wp-block-paragraph\">Substance Painter<\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-group is-nowrap is-layout-flex wp-container-core-group-is-layout-79fb870f wp-block-group-is-layout-flex\">\n<figure class=\"wp-block-image size-full is-resized wp-duotone-unset-2\"><img loading=\"lazy\" decoding=\"async\" width=\"60\" height=\"60\" src=\"\/wp-content\/uploads\/2024\/10\/Photoshop.png\" alt=\"\" class=\"wp-image-235\" style=\"object-fit:cover;width:32px;height:32px\"\/><\/figure>\n\n\n\n<p class=\"has-small-font-size wp-block-paragraph\">Substance Painter<\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-group is-nowrap is-layout-flex wp-container-core-group-is-layout-79fb870f wp-block-group-is-layout-flex\">\n<figure class=\"wp-block-image size-full is-resized wp-duotone-unset-3\"><img loading=\"lazy\" decoding=\"async\" width=\"60\" height=\"60\" src=\"\/wp-content\/uploads\/2024\/10\/zBrush3.png\" alt=\"\" class=\"wp-image-233\" style=\"width:32px;height:auto\"\/><\/figure>\n\n\n\n<p class=\"has-small-font-size wp-block-paragraph\">Zbrush<\/p>\n<\/div>\n\n\n\n<div class=\"wp-block-group is-nowrap is-layout-flex wp-container-core-group-is-layout-79fb870f wp-block-group-is-layout-flex\">\n<figure class=\"wp-block-image size-full is-resized wp-duotone-unset-4\"><img loading=\"lazy\" decoding=\"async\" width=\"60\" height=\"60\" src=\"\/wp-content\/uploads\/2024\/10\/maya.png\" alt=\"\" class=\"wp-image-230\" style=\"object-fit:cover;width:32px;height:32px\"\/><\/figure>\n\n\n\n<p class=\"has-small-font-size wp-block-paragraph\">Maya<\/p>\n<\/div>\n<\/div>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-dots\"\/>\n<\/div>\n<\/div>\n<\/main>\n","protected":false},"excerpt":{"rendered":"<p>I had the opportunity to work on Josh Hokit for EA SPORTS UFC 6, taking the character through several stages of the character art pipeline while maintaining a strong focus on likeness, realism, and production quality. The character development process involved a combination of traditional sculpting and working with scan-based data when available. Depending on [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"cybocfi_hide_featured_image":"","footnotes":""},"categories":[1],"tags":[],"class_list":["post-726","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Josh Hokit \u2014 EA SPORTS UFC 6 - Bohloul Belarak | Expert 3D Character Artist<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/belarak.com\/index.php\/2026\/09\/04\/josh-hokit-ea-sports-ufc-6\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Josh Hokit \u2014 EA SPORTS UFC 6 - Bohloul Belarak | Expert 3D Character Artist\" \/>\n<meta property=\"og:description\" content=\"I had the opportunity to work on Josh Hokit for EA SPORTS UFC 6, taking the character through several stages of the character art pipeline while maintaining a strong focus on likeness, realism, and production quality. 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