KAROSHIBYXANU — 3D Artist

KAROSHIBYXANU
3D ARTIST BRUXELLES — GRIMBERGEN — PARIS

I render bodies that shouldn't exist.

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// WHO IS KAROSHIBYXANU

KAROSHIBYXANU — DR KAROSHI.
3D artist based in Brussels, Grimbergen & Paris.
Rendering bodies that shouldn't exist since day one.

"Every render is a body that physics forgot.
I work at the edge of beauty and wrongness —
where skin becomes material, gaze becomes proof."

BLENDER DAZ STUDIO UNREAL ENGINE 5 IRAY HOUDINI [ LEARNING ] ZBRUSH [ LEARNING ]

[ COMMISSIONS CLOSED ] — WORK WITH ME →

[ CURRENTLY WORKING ON ] — MYSELF

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TV Wall — Gallery Preview

— DU MONDE À L'ÊTRE —

I didn't build this site as a portfolio exactly. More like a memory — something that reminds me that every day I put one foot in front of the other.

UE5 Dungeon Skull — Photorealistic Unreal Engine environment render
ENV
UE5 Mushroom Canyon — 3D cinematic landscape render
ENV
Crown Blood — DAZ Studio character render
CHARA
Delusion 43 — Horror character concept art
CHARA
UE5 Coastal Environment — Photorealistic seaside render
ENV
Blender Portrait — Photorealistic 3D face render
CHARA
DAZ Studio character portrait — Iray photorealistic render
CHARA
Delusion 07 — Horror character concept design
CHARA
UE5 Environment — Cinematic 3D landscape
ENV
02

CHARADESIGNS

Skin, hair, gaze. Rendered — not photographed.

I don't use professional model references.
I use faces I find interesting — people from my phone, screenshots, strangers, faces that photographers pass over.
Then I rebuild them in my software. Push the skin shaders until something breaks right. Light them until they look wrong in the exact way I want them to look wrong.
DELUSION is bodies mid-transformation. ROOTS is texture and ancestry and what skin remembers.
Neither series was planned — they grew out of images that refused to become something else.
These aren't pretty renders. They're portraits of people who don't exist, built from references of people who do.

Delusion 43 character design — Horror sci-fi portrait
DELUSION_43DAZ Studio — Iray render
DELUSIONDELUSION_43
Blender Afro portrait — Photorealistic character render
BLENDER_AFROBlender — Cycles render
CHARADESIGNSBLENDER_AFRO
Roots 03 — 3D character design
ROOTS_03DAZ Studio — Iray render
CHARADESIGNSROOTS_03
Delusion 39 character concept art
DELUSION_39DAZ Studio — Iray render
DELUSIONDELUSION_39
Roots 02 — 3D character illustration
ROOTS_02DAZ Studio — Iray render
CHARADESIGNSROOTS_02
Evil 01 — Blender Eevee render
EVIL_01Blender — Eevee render
CHARADESIGNSEVIL_01
Delusion 35 character design
DELUSION_35DAZ Studio — Iray render
DELUSIONDELUSION_35
Crown Blood — DAZ character portrait
CROWN_BLOODDAZ Studio — Iray render
CHARADESIGNSCROWN_BLOOD
Emi 11 character render
EMI_11DAZ Studio — Iray render
CHARADESIGNSEMI_11
03

CONCEPTS

Pain as performance. Horror as language.

Some of these images I almost didn't post.
This is where I work without a brief — no client, no direction, just a feeling I'm trying to pin down. Usually something uncomfortable. Usually something about bodies under pressure, held wrong, lit too close.
Horror isn't a genre here. It's a method. Pain isn't a theme. It's a compositional choice.
I don't plan these. I open the software and follow the image until it stops me.
Some of them I still don't fully understand. Those are the ones I trust.
Some of them become commissions — because I manage to connect the image to someone's face, to their universe.

Chains Angel — Pain series character art
PAINCHAIN_02
Emi 10 — Horror concept character
HORROREMI_10
Roots Side — Blender character concept
BLENDERROOTS_SIDE
──────────── EXPÉRIENCE PROFESSIONNELLE ────────────
04

MAZENKO

[ PROFESSIONAL WORK ] [ UNREAL ENGINE 5 ]

Real client. Real world.

MAZENKO reached out and asked me to build his world.
He gave me the feeling, I gave him the geometry. Dark fantasy architecture, atmospheric interiors, cinematic lighting. Everything shot in Unreal Engine 5 — Lumen for the light, Nanite for the detail, my obsession for the rest.
Rush 8 took the longest. We went back three times before the atmosphere was right.
This is what professional work looks like for me: the same obsession, just with a deadline.

RUSH 8 ▶
RUSH 5 ▶
VIZ_01 ▶
VIZ_02 ▶
MAZENKO château environment — Unreal Engine 5 dark fantasy setting
[ CHÂTEAU ]
──────────── EXPÉRIENCE PROFESSIONNELLE ────────────
05

VESPER

[ PROFESSIONAL WORK ]

Real client. Same obsession.

VESPER knew exactly what she wanted. That made everything harder and better.
I built her character in DAZ Studio — started with the base mesh, broke it apart, rebuilt the face from her references. Custom skin shaders, hair simulation in Blender, Iray for the final light.
The brief said photorealistic. What it meant was: make her look like herself, but the version she sees when she closes her eyes.
Three images. One video. I spent more time on the eyes than on everything else combined.

VESPER character portrait — Professional 3D render
VESPER character render 02 — Professional character design
──────────── EXPÉRIENCE PROFESSIONNELLE ────────────
06

LADYSOLDOUT

[ PROFESSIONAL WORK ]

Another client. Another world.

Four images. That was the brief.
LADYSOLDOUT came with references — fashion, attitude, a very specific kind of face. My job was to build it in three dimensions and make it feel like a fact.
My software as well — custom Iray materials, Blender for the details that matter. High contrast, all the attention on the surface.
I treated each render like a cover shot for a magazine that doesn't exist yet.

LADYSOLDOUT character render 07 — Professional portrait
LADYSOLDOUT character render 06 — 3D character design
LADYSOLDOUT character portrait — Photorealistic face
LADYSOLDOUT character detail — Close-up render
07

ENVIRONNEMENT

[ LABO ]

The worlds where they end up.

Characters need somewhere to end up.
I build environments the same way I build faces — starting from a feeling, not a plan. References come from everywhere: horror films, brutalist architecture, screenshots from walks at 2am.
Unreal Engine 5 for the rendering. Blender for the geometry. Lumen handles the light. I handle everything else.
Some of these spaces were built for clients. Some were built because I needed somewhere to put a character who didn't have a home yet.
They're all real places. They just don't exist.

UE5_LIVE ▶
ENVIRONNEMENT UE5_LIVE
UE5 04 — Unreal Engine 5 environment
UE5_04
ENVIRONNEMENTUE5_04
UE5 05 — Cinematic UE5 render
UE5_05
ENVIRONNEMENTUE5_05
UE5 02 — 3D environment design
UE5_02
ENVIRONNEMENTUE5_02
UE5 06 — Unreal Engine landscape
UE5_06
ENVIRONNEMENTUE5_06
UE5 07 — Horror environment render
UE5_07
ENVIRONNEMENTUE5_07
08

STILLS FRAMES

When the frame is the final render.

One frame. No story required.
I pull these from sessions that were going somewhere else — moments where the image stopped being part of something and started being enough on its own.
Shot in Unreal Engine 5, Blender, DAZ — wherever the image needed to live. Composed for print, not screens. One light source, one angle, no second chances.
I don't retouch stills. What the render gives me is what the render gives me.
Some of them I look at for a long time before I understand what they're about. That's usually when I know they're finished.

UE5 Horror Village — Cinematic environment
UE5 — HORROR VILLAGE
UE5 Dungeon Skull — Dark fantasy render
UE5 — DUNGEON SKULL
Roots — Blender character design
BLENDER — ROOTS
09

LET'S
WORK.

[COMMISSIONS CLOSED] [ CONTACT ]
COMMISSIONS CLOSED
10

REMERCIEMENTS

Parce qu'on y arrive jamais tout seul.

NAVA MAZENKO VESPER LADYSOLDOUT CHANDELIERS @tdundere @00orca @rippo @dxvi @808rick1 @furaloo @missedyouth @garasu @hxlylxnd @eliesg @sochi @dmo @peroxyde @sprity @Playarabian @Benji @Narumeruem @BryanJunior @Lazare @Muddyoush @CelesteAkaGrandeFille @Waisu