Samuel Keane / 0376236
Task 1: Character Design Concept
JUMPLINKS
3. TASK
LECTURES
Lectures were given in class.
INSTRUCTIONS
TASK
Our first task on this module is to make a character concept to turn into a sculpture on ZBrush. Before I start searching up for references, I already have a character in mind. This character will be tied to both of my characters from the other two modules I'm taking for this sem. He will be tank of the team, the strongest. So, I want to make him tall and wield a big weapon.
Backstory
Dominic Kairo, half Black and half Japanese, was born in the aftermath of Jiwan’s 7th Independence War, now living in Galba, West Oasis, a slum where the neon never dies and the air tastes like rust. Dom’s the type to throw a punch first, but he knows when to shut up and think.
His childhood’s a scar that never healed. His mom died giving birth to Naomi, his sister. Their dad, a Joylink worker, lost his mind after losing his job. One night, he stabbed them both and vanished. Naomi didn’t make it. Dom did, found half-alive by a Reject, chip ripped out, name wiped clean.
Now he runs with Sorin Kim’s rebels, making noise in the shadow of Eden Tower. He says it’s for revenge, but deep down, he’s just trying to find a purpose to be alive in a city that’s already dead.
Moodboard & References
| Fig. 3.1, Moodboard & References |
| Fig. 3.2, Silhouette & Thumbnail sketches |
| Fig. 3.3, Outfit & style variations |
| Fig. 3.4, Fullbody Illustration |
| Fig. 3.5, Colored illustration |
For the pose, I made him stand infront of his weapon while holding the scabbard instead of the handle, since the way of him using his sword is unorthodox. Instead of swinging the sword, he dances around it, hitting the enemies as if it was a bludgeoning weapon.
| Fig. 3.5, Dynamic Pose |
Task 2: Digital Sculpting Basics: Skull & Body Mesh
In this task, We need to start sculpting the basic anatomy for the character we made on the previous task. To begin with, I start with the blockout of the character.
| Fig. 3.7, Blockout details turnaround |
| Fig. 3.8, Blocking stage |
Finally, I added little adjustments to make him look more natural and fit my character's anatomy more.
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Task 3: Outfit & Props Sculpting
After finished working with the blockout, we were tasked to do the props and outfit for our character. However, before moving onto this stage, Mr. Tuan helped and showed me how to improve the anatomy of my character a little bit.
Boots
I followed a Youtube tutorial on how to make the boots. For a beginner like me, it was pretty hard to sculpt it at first, however, Mr. Tuan guided me through the process. Firstly, I started by masking his legs for each part of the boots.
| Fig. 3.10., Boots render |
Pants & Belt
For the pants, I followed the tutorial Mr. Tuan sent. Just like usual, I extracted parts of his legs and shape it into pants by adding wrinkles and folds.| Fig. 3.11, Pants render |
ShirtThe shirt is probably the easiest part since I don't need a tutorial for it. What I did is basically the same with the other clothes, except I need to really make the wrinkles by myself instead of following tutorials. I used Pinterest to look for references and this is what I made.

Fig. 3.12, Shirt render
SwordI used a 3d cube for the blade, and a bunch of cylinders for the scabbard and the handle. Then, I used knife tool to make the edges look chipped and the blade looked unusable.

Fig. 3.13, Sword render
Final Turnaround
The shirt is probably the easiest part since I don't need a tutorial for it. What I did is basically the same with the other clothes, except I need to really make the wrinkles by myself instead of following tutorials. I used Pinterest to look for references and this is what I made.
| Fig. 3.12, Shirt render |
I used a 3d cube for the blade, and a bunch of cylinders for the scabbard and the handle. Then, I used knife tool to make the edges look chipped and the blade looked unusable.
| Fig. 3.13, Sword render |
Task 4: Complete Character Sculpt & E-portfolio
The final task for this module is to pose the characters we have made, along with the compilation for the character. At first, I was confused whether i should follow the pose on the first character illustration, or make something more dynamic. I eventually ended up making a different pose.
Since my character uses his weapon unconventionally, I tried to make him as if he is playing with it, something in the middle of dancing and air-guitaring.
| Fig. 3.14, Character posing |
| Fig. 3.15, Fitting the clothes |
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| Fig. 3.16, Pants extraction |
| Fig. 3.17, Posed character |
Concept Art Illustration
To begin, I started by somewhat distort my character on ZBrush to achieve more depth on the perspective view.
| Fig. 3.18, Character distortion |
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| Fig. 3.19, The result of distortion |
Concept Character Illustration
| Fig. 3.20, Illustration Process |
After done everything, Mr. Tuan required us to compile all of the task we have made into one PPT.
REFLECTIONS
Throughout this module, I have went through multiple anxieties and panic (lol) since I have never tried digital sculpting ever in my whole life. ZBrush felt so foreign, since every button have their own distinct function which makes the software very confusing. It feels like I'm working on a plane's cockpit. But, I guess after getting used to the software, looking at tutorials, and follor Mr. Tuan's instruction, I feel like I understand a little bit better on what I am doing. Eventually, I even find sculpting an enjoyable process.


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