Workflows
How artists and studios work in Mirva: the artist sketches, blocks out, paints over and decides — Mirva does the execution. Every example below is real work from our board, step by step.

Turn a grayscale value sketch into a lit, finished render — with your composition kept exactly as drawn.
See the workflow →
Start from a gray-box 3D scene, render it as concept art, then mark changes in color and re-render only what you marked.
See the workflow →
Color finished line art from a color reference, keeping every line and the composition intact.
See the workflow →
Grade one finished image into several moods — overcast, golden hour, cold morning, abandoned — without touching the composition.
See the workflow →
Start from one drawing and explore a range of variations on the same idea, in the same drawing style.
See the workflow →
Take one environment from a gray sketch to a detailed matte painting, then iterate weather, time of day and camera angle in the same world.
See the workflow →
Turn a flat gray block-in into a painted side-scroller background, then extend it and generate lighting variants for other levels.
See the workflow →
Design a character once, then turn quick stick-figure storyboard sketches into finished panels where the character stays on-model.
See the workflow →
Plan how color moves through a story: new scenes in the same world, with the palette shifting from the first key image to the last.
See the workflow →
From one environment concept to a set of 25 separate modular pieces — towers, walls, arches, stairs, bridges, floor tiles — and a 3D kitbash set.
See the workflow →
From notebook sketches to a rendered character, a turnaround sheet, separate armor pieces and 3D models, and a LENS sand yacht from hand sketch to a game-ready 3D model.
See the workflow →
Split a finished character into separate, consistent parts — helmet, plates, mail, belt, sword — ready to model, rig or reuse.
See the workflow →
From a simple 3D blockout to a painted isometric building — clean render, painterly pass, weathered and line-art versions — at the same angle.
See the workflow →
One line sketch becomes a character you can pose, light, put in scenes with friends, and put on a comic cover, always on model.
See the workflow →
Raw image models pull every character toward an average body and quietly grow back a missing arm. Mirva holds the design: a one-armed hero stays one-armed in every pose.
See the workflow →
Corvyn, a beak-helmed knight, written down once as lore: quick pose sketches become finished poses, a mount, and battle scenes with the same armor every time.
See the workflow →A whole IP
These workflows together: a complete sci-fantasy world bible — characters, regions, vessels, creatures — started in a team blue-sky session and carried by one concept artist in Mirva over six weeks.
Explore LENS →