book a consultation
what gets covered
Each session runs 60 minutes and focuses on wherever you are stuck. Bring a file, a concept sketch, or a specific question — the conversation follows your work, not a fixed agenda. Topics often include topology for deformation rigs, UV layouts for texture bake efficiency, and blend shape organization before a character goes into engine.
who attends
Students at any stage of learning 3D character work attend — some mid-course with a stalled rig, others finishing a portfolio piece before applying to studios. A few participants are working animators reassessing their pipeline after switching software. Shared progress and honest feedback define the atmosphere.
how to prepare
Pack one clear question and the source file it relates to. Vague requests lead to vague sessions. If you are early in learning and have no file yet, describe the exact step where things stop making sense — that is enough to build a useful 60 minutes.
schedule a sessionwhat to expect after
Sessions leave participants with a concrete list of next steps — not a vague direction, but specific actions inside their current project. Many people arrive thinking they need to restart a model; most leave with a strategy that preserves their existing work and addresses the actual structural problem.
Sabundelor has been running these sessions since 2019. Feedback has steadily shaped the format into something focused and low on ceremony — one instructor, one participant, one file.

Ferdie Ostwald
senior character artist
Spent three years shipping characters for mobile titles before moving into education. Consultations tend to uncover the same handful of problems — edge loops placed for aesthetics rather than deformation, UV shells left at inconsistent scales, naming conventions abandoned halfway through a rig. Identifying those early makes the rest of the process significantly less frustrating.

Tadei Bruns
animation specialist
Background in motion capture cleanup and hand-keyed cycles for game cinematics. Brings that pipeline awareness to sessions focused on rig usability — controller placement, gimbal management, and the small organizational decisions that separate a rig someone enjoys animating from one they tolerate. Available for sessions covering the full character-to-engine path.
