Anatomy and Character Sculpture - Final Compilation
23/9/2025 - 4/1/2025 (Week 1 - Week 14)
Lim Yeng San (0366316)
Anatomy and Character Sculpture / Bachelor of Design (Hons) in Creative Media
/ Taylors University
Final Compilation
EXERCISE 1
Instructions
Fig 1.1: Exercise 1 brief
Process Work
Character Design Concept
It took me a while to design the character at first. My initial idea was a
fantasy elf but was discouraged to pursue it. I then went on with an idea of
an insect character.
The insect character's design is based off a praying mantis. I browsed
Pinterest for anatomy and outfit ideas.
The character is drawn to be a bipedal humanoid with alien features. I added
the praying mantis class on the forearms, antennae on the forehead and gave
her a wider chest and a unique face to keep her from looking too human.
I gave the character an identity and a backstory.
I wanted the character to be a female tribal warrior. I based the outfit on
lightweight feminine fighting clothing and gained inspiration from traditional
female African outfits. I went with a crop top and layered skirt for the main
outfit. I wanted the outfit to look fantastical and alien and reflect the
character's story.
Digital Drawing
For the digital drawing, I wanted to show the character fighting in an arena
as it happens in her story. I sketched some poses.
Fig 1.10 and 1.11: Pose sketches
I decided on the third pose. I drew the in an arena in battle with someone offscreen. She's being watched by onlookers who range from royalty, citizens to a mysterious group.
Fig 1.15: Exercise 1 (PDF)
PROJECT 1
Instructions
Fig 2.1: Project 1 brief
Process Work
Skull Mesh
I downloaded ZBrush for the 3D-sculpting. I referred to photos of skulls
to sculpt the skull.
I started off with a sphere and slowly shaped the jaw, cranium,
eye-sockets, nasal cavity and teeth.
Fig 2.3, 2.4 and 2.5: Early skull model
After feedback, I reshaped the proportions of the skull and redid the
jaw and nasal cavity. I followed a YouTube tutorial for guidance. I made
separate subtools for the teeth and jaw as it was easier to adjust.
YouTube tutorial: https://youtu.be/zYfDlXQcGHI?si=XT4QvQCl3i_NSbZU
Blocking Stage
I only used simple shapes and molded a bit for part like the ears,
face, chest hands and feet.
I smoothed and drew more lines for tiny details in the nose, mouth and
muscles.
Final Outcome
Fig 2.22: Final Project 1 layouts (PDF)
MP4 videos cannot be viewed in the PDF above. The turntable videos are linked below.
Link to Project 1 turntable videos: https://drive.google.com/file/d/1FKWs52JJBh9D_jN5oOXTt5cwXRum1FZi/view?usp=drive_link
PROJECT 2
Instructions
Fig 3.1: Project 2 brief
Process Work
Outfit
I used the mask brush and extract tool to make the main outfit. I sculpted the amulet on the hip with subtools.
Fig 3.2: Sculpted outfit
Once I was done, I coloured everything according to the character design. The eyes took a while to colour as the original concept didn't look great on the model so I tried a few styles until I decided on the second one.
I chose a spear as the prop. I sculpted everything with subtools and added a cloth by masking and extracting.
Fig 3.11: Project 2 Final Outcome (PDF)
MP4 videos cannot be viewed in the PDF above. The turntable videos are linked below.
Link to Project 2 turntable videos: https://drive.google.com/drive/folders/1xebYl_gvq4falns73X6iiU9UFaftE4R8?usp=sharing
FINAL PROJECT
Instructions
Fig 4.1: Final project brief
Process Work
Character Posing
I mainly used masking and the transpose tool to pose the model. I originally wanted to pose the character like how I drew her in the digital drawing but I realized that it would take a lot work to reposition the clothes and hair and redo the details.
I chose to position her running instead. All of the clothes and hair still needed to be repositioned but was not relatively complicated.
Concept Illustration
Before I started drawing, I exported renders of the model to render the model in Photoshop. I exported the rendered layers from ZBrush and put them together in Photoshop.
Fig 4.6, 4.7 and 4.8: (From left to right) Shadows and ambient render and mask layer
Once I put everything together, it was ready to be used in the concept art.
Fig 4.9: Rendered model in Photoshop
I wanted the art to reflect the initial digital art from exercise 1 so I drew a closeup of an arena entrance and positioned the model in front of it.
Fig 4.10 and 4.11: Sketch and lineart with colour
Fig 4.13: Final project (PDF)
MP4 videos cannot be viewed in the PDF above. The turntable videos are linked below.
Link to updated Project 1 and Project 2 turntable videos: https://drive.google.com/drive/folders/1WhnMA6Xa78KzTjvbeDIYcFDEjia3bVyQ?usp=drive_link
Fig 4.14: Concept illustration compilation (PDF)
Fig 4.15: Final concept illustration (PDF)
FEEDBACK
Week 2
The design looks too realistic
Week 3
The design is fine.
Week 4
The wide chest looks odd
Week 5
The design looks too realistic
Week 6
The proportions are and teeth are wrong
Week 7
Good blocking
Week 8
Spread out the arms so that it'll be easier later on
Week 10
The model looks a bit weird
Week 12
Good posing
Week 13
The pose is acceptable
Week 14
The turntable videos are too small, don't use
screenshots in the final image slides
REFLECTION
Overall I quite liked this subject. I had fun 3D-modelling the character as it felt similar to carving but it is much easier. ZBrush is a complicated software to learn though but it is not very hard to learn compared to Blender. Photoshop also felt clunky at times when I was drawing the concept illustration but thankfully nothing terrible happened. My lecturer, Mr. Luqman's tutorials have been helpful as they were easy to understand. I do feel that I could improve further and can see myself doing this again in the future.
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