Anatomy & Character Sculpture: Project 2

13/06/2025 - 04/07/2025
Ameera Rihana binti Remy Ansara
Bachelor of (hons) in creative media
Project 2: Character Detailing and Texturing


INSTRUCTIONS


Project 2: Character Detailing and Texturing

Recap
Students will synthesize the knowledge gained in task 1 and 2 for application in task 3. Students are to continue character sculpting development from Task 2 to add texture and detailing by analyzing and understanding readability over final rendering in screen space and print medium. Students are to explore variety of texture brushes and tools to create sense of realism and believability in final character output.
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Further Digitization Process

Sketch
In the middle of the week, I decided that I wanted to change the look of the character into slightly different. Therefore, I made small iterations by sketching it out. I made the hair shorter, changed the shoes and the silhouette of the dress. The character appeared to be slightly taller here but I decided to not make any changes to the height regarding to the 3d model


Fig 1.1 sketch

Week 9-Week 12

Sculpting Character (progression)
For this week, I made the hair slightly shorter and fixing the anatomy near the armpits. There were more fixes that can be done here. I was told that the gap between the breasts were a bit far.

Fig 1.2 Progression #1

With further feedbacks, I used the move brush to make the gaps closer and adding more details to the hair and face. I also added some bangles at the arms. I worked a lot on the face because I couldn't get it to look the way I imagined it to be. Nevertheless, I was happy to see some progression to it as the idea was getting closer. I was told to make the face less scarier and more friendly. The lips should also had some plump to it. The hand also needed a bit more work because it was curving too much. Even the arms appeared to be a bit too close to the body.

The tool that I used most for adding details was the clay build up and smooth brush for the hair and the face. It helped to form intricate lines without adding any texture. If its necessary I also used the standard brush.


Fig 1.3 Progression #2


Fig 1.4 Face progression

Dress sculpting
After working for the anatomy, I proceeded sculpting the outfit, starting with the dress. I watched this video to learn new techniques about sculpting a dress.


Fig 1.5 dress sculpting tutorial

To make the dress, I used the masking tool and masked the torso all the way to the pelvic region. After that, I used the extract tool with low thickness and accepted the changes. This way it would help me to create a different subtool specifically for the dress.

After I had done so, I used the move brush to follow the shape of the character's anatomy and extended the dress to increase its length. After I was satisfied with the length, I increased the thickness of it using dynamic subdiv in geometry pannel by adjusting the thickness and the offset.

For the details such as frills, I used ZRemesher to fix the topology and used the clay build up brush and standard brush to add details and volume.

Fig 1.6 dress progression


Fig 1.7 extract tool


Fig 1.8 Dynamic subdiv tool


Fig 1.9 ZRemesher tool

Based on the feedback, more details could still be made onto the dress and suggested to use a dam standard brush to add deeper creases and sharpness into the dress.


Fig 2.0 Further details and texture on dress

Face Sculpting (continuation)
At the same time, I continued adding minor fixes to face, by making the lips more plump and the eyes smaller. I was given a suggestion to look up for exotic faces because they have a lot of sharp cheekbones. When I thought of sharp features, I immediately thought of arcane so I looked up for some visual references.


Fig 2.1 Visual References

The structure of the nose looked slightly big to me so I made it smaller to make it more sharper and using the clay build up brush.


Fig 2.1 Face progression

I was still playing it safe here and didn't really have much sharpness to it. So i made more adjustments to the cheeks with clay build up tool and minimize the size of the jaw.


Fig 2.2 Face progression #2

Adding colors to subtools
For additional knowledge, I watched some tutorial videos on how to applied colors in zbrush including shading and rendering.


Fig 2.1 Colors

For coloring, it is important to ensure that the RGB mode is enabled. After I picked a color, I clicked fill object to ensure the color remains for that particular subtool.


Fig 2.1 Color technique

After learning the technique, I applied the proper colors onto the character.


Fig 2.2 Color Progression

Final Outcome


Fig 2.3 Final Compilation Project 2, PDF


REFLECTION

Experiences: Sculpting this character in ZBrush was both challenging and rewarding. The process started with building the base mesh and refining the proportions to match the concept art. I focused on capturing the character’s unique facial features, body shape, and overall posture. Adding details such as the clothing folds, accessories, and hair required careful attention to shape and flow so that they felt natural in 3D. This stage also involved constant back-and-forth adjustments to ensure the design remained faithful to the original vision while still working well in a 3D environment.

Observation: Working in 3D made me more aware of proportion accuracy and how every element interacts from different angles. The folds in the dress needed to follow the form of the body to look believable, and the accessories like the arm bands and belt helped define the character’s silhouette. I noticed that the hair design played a big role in framing the face and giving personality to the model. Sculpting also highlighted how details that might look fine in 2D can appear awkward when rotated in 3D, which meant constant refinement was necessary.

Findings: Through this sculpting process, I learned that translating a 2D character into 3D is not just about copying the design but interpreting it so it works from every viewpoint. Small adjustments in proportion, clothing flow, and accessory placement can make a big difference in making the model feel alive and cohesive

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