Mateusz Lewandowski – 3D Graphic Artist
- Damian Heinrich
- Aug 5, 2025
- 3 min read

1. What is your role in the project?
Interestingly, I’ve been involved in the project since day one, and my responsibilities have evolved over nearly two years. From the start, it was clear that I would focus on character modeling. It began with the Knight character, later named Sir Duncan, whose first mesh had just over 300 faces. Additionally, I created environment elements such as trees and rocks. I’m also familiar with 2D graphics, having drawn many ground textures and icons—some of which are still in use today. Fortunately, Damian is now in charge of 2D assets, which allows me to concentrate on creating characters, bringing them to life in Unity with animations, and designing their unique abilities.

2. When and how did your adventure with 3D graphics begin?
I’ve been passionate about art for as long as I can remember, and by the age of five, I already knew what I wanted to do. Initially, I dreamed of designing toys and figurines and drawing comics. While in technical college, I developed an interest in animation, which led me to explore 3D art for the first time. Unfortunately, it wasn’t until university that I truly discovered the world of 3D and fell in love with it. I even bought 3D printers to fulfill my childhood dream of creating my own figurines. Today, I’ve been working with 3D graphics for about five years, and I haven’t regretted a single moment spent in the world of three-dimensional art.
3. Do you have your own tools/programs that you use, or do you try to use the latest ones?
After graduating, I mainly used ZBrush and 3ds Max, but for professional projects I transitioned to Blender. Today, Blender is my primary tool—I use it every day, and it fully meets my needs. The software is regularly updated with new features that make my work easier. In addition, I use Photoshop, Illustrator, and Substance Painter. Adobe tools help me create all 2D graphics, concept art, textures, and icons, while Substance Painter is indispensable for texture painting. My favorite style is stylized art, which is much easier to achieve in Substance thanks to its powerful brushes and tools compared to other programs.

4. Which of the models in Toria was the most interesting for you to make?
My favorite character is Sir Duncan. He’s been part of the project since the very beginning and was the first model I created. Initially, he had just 300 faces and looked like a 90s-era character. I manually created his first animations and early variants. Over time, he went through several redesigns, and with each iteration I liked him more and more. Once I gained a deeper understanding of the world of Toria, I knew exactly who Duncan should be. He evolved from a simple knight into an inquisitor of the Order of the Eagle. His sword was replaced by a massive two-handed axe, and today the model has around 3,500 faces with high-quality stylized textures.

5. What do you do in your free time?
In my free time, I’m a very active person. After a full day working at the computer, I love going for a bike ride or heading to the gym. Every weekend I do a 60 km bike route and regularly play football with my friends. In addition, I work out every evening—twice a week I train Brazilian Jiu-Jitsu, and four times a week I go to the gym. I really can’t sit still… unless I’m working on graphics. Then I could sit for hours without even noticing the time.

6. What is your favorite part of the character creation process?
I absolutely love the concept phase of character creation. Thinking about who the character is, how they fit into the world of Toria, their clothing, backstory, and motivations—it’s a fascinating process. I enjoy sketching those ideas and then bringing them to life in 3D sculpting and modeling. That’s where true creativity happens.









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