Workflows

Real workflows, directed by artists.

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.

Sketch to final render

Sketch to final render

Turn a grayscale value sketch into a lit, finished render — with your composition kept exactly as drawn.

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3D blockout to final render

3D blockout to final render

Start from a gray-box 3D scene, render it as concept art, then mark changes in color and re-render only what you marked.

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Line art to colored art

Line art to colored art

Color finished line art from a color reference, keeping every line and the composition intact.

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Color grading

Color grading

Grade one finished image into several moods — overcast, golden hour, cold morning, abandoned — without touching the composition.

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Sketch variations

Sketch variations

Start from one drawing and explore a range of variations on the same idea, in the same drawing style.

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Environment concept iterations

Environment concept iterations

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.

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Side-scroller game backgrounds

Side-scroller game backgrounds

Turn a flat gray block-in into a painted side-scroller background, then extend it and generate lighting variants for other levels.

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Storyboards with a consistent character

Storyboards with a consistent character

Design a character once, then turn quick stick-figure storyboard sketches into finished panels where the character stays on-model.

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Color script

Color script

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.

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Modular kitbash sets

Modular kitbash sets

From one environment concept to a set of 25 separate modular pieces — towers, walls, arches, stairs, bridges, floor tiles — and a 3D kitbash set.

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Sketch to 3D: characters and vehicles

Sketch to 3D: characters and vehicles

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.

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Character asset separation

Character asset separation

Split a finished character into separate, consistent parts — helmet, plates, mail, belt, sword — ready to model, rig or reuse.

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Isometric game buildings

Isometric game buildings

From a simple 3D blockout to a painted isometric building — clean render, painterly pass, weathered and line-art versions — at the same angle.

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Anime character design to key art

Anime character design to key art

One line sketch becomes a character you can pose, light, put in scenes with friends, and put on a comic cover, always on model.

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Characters that break the average: a one-armed hero

Characters that break the average: a one-armed hero

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.

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Lore-driven character: from pose sketch to battle scenes

Lore-driven character: from pose sketch to battle scenes

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.

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Use cases →Skills & lore →Sketch vs. prompt →Copyright & provenance →

A whole IP

LENS: a team kick-off, then one artist.

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 →
LENS — a sci-fantasy world built in Mirva

Bring your own workflow.

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