Anatomy & Character Sculpture: Project 1
30/04/2025 - 13/06/2025
Ameera Rihana binti Remy Ansara
Bachelor of (hons) in creative media
Project 1: Character Sculpt 1(Stylized Character Blockout)
INSTRUCTIONS
Project 1: Character Sculpt 1 (Stylized Character Blockout)
Inspiration
This idea of a character was mainly inspired by one of my favorite games called the Legend of Zelda. I wanted to learn to capture the aesthetics of the characters and studied a little bit of their anatomy.
Sketches
Based on the updated feedback, the character seemed a little out of proportion from the limbs so I refined the sketches to fix it. I added another sketch to get a bit more of alternatives in terms of her clothing and hair.
Short Rationale: The character design draws inspiration from a blend of fantasy and historical influences, aiming to convey a sense of strength, elegance, and cultural depth. The initial sketches focused on establishing proportion, silhouette, and personality through pose and costume shape. Iterations of the design explored different outfit variations, ensuring the costume not only reflected the character’s role but also enhanced their visual identity.
Digital Process
Choosing project
Based on the lecturer's advise, I started of the model with dynamesh sphere 32 for sculpting.
Sculpting Character: Anita
For this character, I decided to name her Anita. I initially started sculpting to get the correct proportion of her body and adjusting her height according to the sketch. I used the insert tool to add more 3d objects from the subtool panel and sculpted her head, torso, hands and legs. For the head, I used a curve knife tool to form the neck and the jaws.
Fig 1.3 Insert panel
After that, I dynamesh them together at a lower resolution in order join them and remove the gaps between each subtool, by using the masking tool (ctrl) and dragged it on the board. At the same time, I also merged them together.
Then, I added more volume to add more weight and skin into the character using clay build up brush. Based on the feedback, I was told to lower the knees and bring the shoulder blades slightly back if the character is slouching. I also needed to keep in mind of the s-shape figure on the side and made sure the character is stable.
Fig 1.5 adding volume
Sculpting & adding minor details
During the process, I adjusted the anatomy by using a move brush. I added more features for the face and sharp pointy ears. The issue I had with this outcome were the hands. They were still in need of some adjustments along the way. I added another subtool for the feet and dynamesh them for sculpting. After that, I used the mirror and weld in modify topology section.
Adding features to face
I used the clay build up brush to add more volume, standard brush to form the eyes, nose and the mouth.
Adding hair
To create the hair, I used the 3d sphere and sculpted it without adding details just to landmark the length and the shape. I added a bun by using another sphere subtool based on the sketch and two chopsticks stuck to it. I also made sure to dynamesh it and use the clay build up brush to add a bit of detail and volume thus smoothening it.
Fig 2.1 Final Compilation Project 1, PDF
Experiences: Initially, I had zero knowledge about techniques using a zbrush software. However, it was easy to follow and listen through the guidance of experts and from my lecturer. However, sometimes it became a wall when you tried to execute it well but ended up becoming horribly wrong. It took me quite a while to get used to. I also ended up expressing my frustrations on why the gaps are not closing between different subtools. Until I figured it out with time.
Observation: Adding minor details could lead a to a whole new different look. Adjusting the proportions of the character can also ended up changing from your original character.
Findings: When things do not go the way I wanted, I tend to get impatient and side tracked. From completing one part of the anatomy, I moved to a different part of the anatomy.
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