22/09/2025 - 29/12/2025 (Week 1 – Week 14)
Gabriella Grace Christyanti / 0371915
Creative Media / School of
Design
1. Instructions
2. Lectures
3. Process
4. Reflection
1. INSTRUCTION
2. LECTURES
Our task in this module is to design a character concept that will be sculpted in ZBrush. I envisioned my character as a strong warrior character who is a anthropomorphic axolotl. So before I started drawing, I began with searching up references for him. My main theme is axolotl so I searched up a lot of anthropomorphic axolotl designs along with a lot of other aquatic sea creature designs in pinterest and created my moodboard.
Backstory
The kingdom Valko was born in is an aquatic kingdom, much like Atlantis, it was located underwater with the people that lives in it being aquatic hybrids. There are often wars between kingdoms and each kingdom needs their knights to protect the people. Valko is a knight, he was born with the body of an axolotl hybrid. The rare hybrid that are blessed with the ability of regeneration. In the aquatic kingdom where he was born in Valko saw countless soldiers of the kingdom return from war, they came back broken and scarred, often succumbing to their wounds not too long after battle. Because his own body could recover from any injury, Valko felt a duty that others could not bear. He chose the path of a protector, not because he had nothing to lose, but because his ability lets him endure what others could not. To him, his gift of regeneration was not just a blessing for himself but a weapon for his kingdom.
Personality: Stoic, Righteous, Violent
Role: Knight (Protector)
Moodboard & References
The character is inspired by my interest in amphibians, specifically for this assignment, its axolotls, and my enjoyment of action-based fighting games. These influences were combined to create a humanoid axolotl designed as a combat-oriented protector. Axolotls were selected as the foundation for the character due to their unique regenerative abilities, which allow them to regrow lost limbs. This biological trait provides a strong narrative justification for portraying the character as a resilient and formidable warrior capable of enduring intense combat.
During the visual development process, reference material for humanoid axolotls was limited, particularly when sourcing from platforms such as Pinterest. To address this, I expanded my research to include other humanoid aquatic creatures as well as reptilian designs, as their anatomical structures and textures share similarities with amphibians. These additional references helped inform the character’s proportions, surface details, and overall design, while maintaining a coherent and believable amphibian-inspired aesthetic.
Silhouette Thumbnail Sketches
After finalising the character concept, I proceeded to develop a series of thumbnail sketches to explore a range of poses and silhouettes. To support this stage, I collected pose references that aligned with the character’s identity as both a fighter and a protector. The selected poses include dynamic combat stances as well as more static, grounded positions that emphasise strength, dominance, and confidence. This exploration helped communicate the character’s physical presence and narrative role through body language and posture.
Outfit & Style Sketches
For the outfit design, three variations were created to explore different visual directions and highlight different aspects of the character. The first outfit is a skin-tight design inspired by Black Panther, featuring a belt, necklace, and crown to emphasise leadership and authority. The second outfit is a training ensemble consisting of a tank top, slightly loose trousers, and a cloth belt, which reflects the character’s discipline and dedication to becoming stronger in order to protect others. The final design explores a knight-inspired armour set to reinforce his role as a protector; however, this concept was deemed too complex to sculpt within the available time constraints.
Fullbody Illustration (Anatomy Turnaround)
Building on the previous illustrations, a full-body turnaround was produced to clearly present the character’s design from multiple perspectives.
Dynamic Pose (Splash Art)
Following this, a dynamic splash art illustration was created to showcase the character in action. The selected pose depicts him charging forward while wielding a spear, reinforcing his role as a combat-focused protector. A pink and cream color palette was used for the character’s skin, drawing inspiration from the natural tones of axolotls while remaining visually readable. The surrounding waves were rendered in blue to create strong color contrast and visual balance, allowing the character to stand out as the focal point. The character is positioned atop a fragmented grey rock platform, with curved wave forms and sharp, outward-bursting rock shapes used together to enhance the sense of motion through contrasting directional lines.
Final Output
PROJECT 1 : DIGITAL SCULPTING BASICS
Project 1 (Skull)
Before beginning Project One, we completed a preliminary exercise focused on sculpting a skull based on Sir Tuan’s example. This exercise was intended to familiarise us with ZBrush and help build confidence in using the software’s sculpting tools and workflow.
Blocking Stage - Rough Blockout
For this task, we were required to create a rough blockout of the character. Sir Tuan recommended using multiple subtools rather than developing the entire form from a single mesh. At this stage, the focus was not on detailed shapes, but on establishing the overall proportions and structure to better visualise how the character would develop.
Blocking Stage - Blockout Detail
After completing the rough blockout, we were instructed to refine the character by adding secondary details, such as muscle definition, to improve overall anatomical accuracy. At this stage, most subtools were merged to streamline the sculpting process. Muscle forms and facial details were then developed using brushes such as RAM, DAM Standard, and Clay Build-Up.
Character Detailing - Final Detailing
For the final detailing, we focused on refining the previously blocked model, carefully enhancing and sharpening key features to make them more visually striking. This stage involved adding intricate details such as skin texture, wrinkles, and finer anatomical nuances, which brought more realism and depth to the character. We also reinforced the overall structure by subtly adjusting proportions and ensuring consistency across all forms. Various sculpting brushes and techniques were employed to achieve a polished, cohesive result, allowing the character’s design to fully pop while maintaining structural integrity and visual clarity.
Final Output
Video Turn Around
Improvement Anatomy
Before moving on to the outfit stage in Project 1, Sir Tuan highlighted that the character’s anatomy still required improvement, as the proportions were not yet fully accurate. In response, I dedicated approximately two weeks to refining the character’s anatomy, carefully adjusting proportions and ensuring a more realistic and balanced form. This refinement provided a stronger foundation, allowing me to proceed confidently to the outfit design and coloring stages.
Turn Around Improvement Video
Outfit Process
After refining our character model, we were instructed to color the character’s body. I used my previous exercise drawings as a reference guide for the color palette. However, since Sir Tuan had not demonstrated the coloring methods, the process took considerably longer than anticipated. Additionally, we were not shown shortcuts such as the eyedropper tool, which meant I—and many of my classmates—had to manually match previously used colors. Despite these challenges, I was ultimately able to complete the coloring process successfully without relying on the eyedropper tool.
After completing the body coloring, I moved on to sculpting the clothing, starting with the second outfit option. While working on it, I encountered difficulties with the tail, as it did not sit correctly on the clothing model. After creating a rough blockout, I decided to consult Sir Tuan for guidance to address the issue and refine the design.
After consulting with Sir Tuan, he recommended that I model the first outfit instead, as skin-tight suits are more suitable for anthropomorphic characters with large tails. As a result, I restarted the outfit modeling process. Fortunately, because the outfit was skin-tight, I was able to duplicate the base body mesh and slightly scale it up to create the clothing. This approach significantly reduced the time needed to construct the clothing base, allowing me to focus primarily on recoloring and refining the suit.
Crown
For the crown design, I intentionally kept the form simple and
minimal to complement the character without overpowering the overall
silhouette. The design features a clean, symmetrical structure with
subtle angular accents at the center, creating a focal point that
adds visual interest while maintaining balance. By avoiding
excessive ornamentation, the crown remains lightweight in appearance
and integrates seamlessly with the character’s head shape. The
smooth, flowing band helps frame the face, while the sharp central
motif reinforces a sense of authority and elegance, aligning with
the character’s role and aesthetic. I also made it have a gold
material so it would add to the appeal of the crown.
Necklace
For the necklace design, I ensured it followed a similar aesthetic to the crown design to maintain visual consistency. The piece features sharp, pointed forms composed of five triangular shapes, which convey a sense of strength and precision. The design was heavily inspired by the Black Panther outfit, particularly its sleek and angular visual language of the neck details on the Black Panther suit. Additionally, the necklace was subtly curved to better conform to the character’s body, allowing it to sit more naturally around the neck and integrate seamlessly with the model.
Belt
For the belt design, I used a consistent gold material for both the strap and the buckle, giving the impression that the belt is a single, unified piece rather than separate components. This cohesive approach enhances the overall visual harmony of the outfit. Additionally, the back portion of the belt was subtly curved to accommodate the character’s tail, ensuring a more natural fit while maintaining the clean silhouette of the design.
Bodysuit
For the bodysuit, I used my original body sculpt as a base and built the suit directly on top of it. I slightly softened the muscle definition, as a skin-tight bodysuit would naturally compress and reduce the visibility of underlying muscle forms.
When I presented this to Sir Tuan, he suggested adding more visual interest by incorporating additional details, such as varying shades of grey. Initially, I considered painting these details directly onto the model, but I ultimately decided to create a separate subtool instead, which gave me greater control and flexibility over the design.Weapon
For the weapon design, I created a spear based on my original splash art, while adding additional details to enhance its visual appeal. I incorporated two shorter, sharp points near the base of the main spearhead, giving the weapon a trident-like silhouette without overpowering the primary form. This subtle modification adds complexity and reinforces the weapon’s aggressive aesthetic. Additionally, I placed a gem at the base of the spearhead to serve as a visual accent, introducing a focal point that enhances the overall appeal and helps balance the design.
Final Output
Video Final Turn Around Outfit
Video Final Turn Weapon
FINAL PROJECT : COMPLETE CHARACTER SCULPT
Pose
For the final pose, I chose a simple stance inspired by my original silhouette thumbnail sketches. I found it easier to manipulate the character’s body after merging all layers in a duplicated project, which allowed for more efficient posing. The legs were positioned wider apart to create a more open stance, helping the character appear grounded and stable while holding the weapon. The head is slightly tilted downward and turned to the left, suggesting that the character is anticipating an incoming attack. The arms are pulled slightly back to convey tension rather than relaxation, reinforcing a sense of readiness. Additionally, one leg is positioned slightly behind the other to enhance balance and add subtle dynamism to the pose. I also refined his face a bit to make him look more guarded and stern.
Final Turn Around Pose
Video Final Turn Around Pose
After finalizing the pose, I proceeded to the concept art stage, focusing on selecting a compelling angle for the character. I chose a lower perspective to create a more dramatic effect, with the spear pointing toward the viewer. The composition was guided by the rule of thirds, ensuring emphasis on both the character’s face and weapon. For the background, I carefully selected a base color to complement the character’s pink and cream palette, ultimately choosing a teal-blue hue that enhances visual harmony and contrast.
In Photoshop, I experimented with lighting using multiple layers and adjustments such as curves, levels, and blending modes like Multiply. For the background, I placed the character underwater, adding pillars to suggest proximity to an underwater kingdom without overcrowding the composition, ensuring the focus remained on the character. To enhance the atmosphere, I created a single, dramatic light source from above and added subtle glows using Color Burn, specifically on the gem of the spear and the character’s eyes, to draw attention without appearing unnatural.
During consultation with Sir Tuan, he noted that the image was slightly too dark. I made minor adjustments using Photoshop’s Curves tool, and after reviewing the changes with him, the lighting was approved.
Final Art Illustration
Compilation of Project Progress
4. REFLECTION
Experience
At the start of this project, I was excited to try 3D digital sculpting, having only worked with 2D digital art before. The transition was very challenging. While experimenting with ZBrush, my biggest frustration is with the constant software crashes. My anatomy skill is not too bad but having it done in 3D meant I needed to know the shape of something from all sides which was a skill I did not have when first I got into 3D. But over time, I developed a smoother workflow and grew more confident in my skills.
Observation
I dedicated time to studying from many online resources and even reaching out to my peers and seniors to ask for their opinion and advice. This practice helped me understand muscle structure, body proportions, and how poses affect a character’s form, supporting more accurate and expressive digital sculpting.
Findings
I learned that body proportions vary widely depending on age, height, and build, and recognizing these differences helped me create more realistic characters. Patience and repeated practice were essential, as small adjustments greatly improved a model’s believability. I also found that seeking feedback from others provided valuable new perspectives, and taking breaks before revisiting a model helped me see its proportions more clearly.
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