Anatomy and Character Sculpture - Project Compilation

23/09/2025 - 04/01/2026 (Week 1-14)
Edgar Flavio Tanjung / 0378967 
Anatomy and Character Sculpture / Bachelor of Design (Hons) in Creative Media
Project Compilation


TABLE OF CONTENTS

    1.  Instruction
    2.  Project
    3.  Reflection


INSTRUCTIONS



PROJECT

Exercise 1 / Character Design Concept

The first task of this module is to create a character for our final sculpture. I decided to make an elf/druid type character. Before starting, I looked up some references for my design on Pinterest. I also looked up some elven leaning names, and decided on the name Virion.

Fig 1.1 Mood Board

To tie it with his design, I also wrote a fitting backstory:

In a community who valued wisdom, order, and beauty, every elf was raised under a strict and structured routine, with hopes to contribute to the perfection of their city. Virion was born into a respected elven family; scholars who devoted their lives to preserving the very forest they lived in. One day, a strange blight began spreading through the forest, withering all life in its path. The council's response was to cut off entire sections of the forest with barriers, letting all life beyond their borders to perish.

He saw that their methods were against everything they claimed to stand for and expressed his concerns to the council. His words were dismissed and left in vain. Frustrated, he left behind his robes, his title, and the comforts of elven life. A child promised with a bright future chose to become a solitary druid. He devoted his life to heal the forest and to find the source of this blight.

Afterwards, I drew some silhouettes that could fit such a character. I experimented with several body types as seen below.

Fig 1.2 Silhouettes

Then, I drew some potential outfits that I could use for my character.

Fig 1.3 Outfits Exploration

At first I wanted to use lots of layers of clothing to give my character a rugged look, but I was advised not to so as it will become too hard. So before deciding on the design, I cut down a lot of the design elements to make it look simpler and wilder.

Fig 1.4 Dynamic Pose Colored

Final Results

Fig 1.5 Exercise 1 Final - PDF

Project 1 / Digital Sculpting Basics

Before sculpting our character, we had to first exercise sculpting skulls to help familiarize ourselves with ZBrush.


Fig 1.6 Skull Sculpt

Afterwards, I started blocking the character using circles, and sculpting them to resemble certain body parts.

Fig 1.7 Character Blockout

Once the blockout was done, I was told to make an A-Pose instead of my current slouched posture in the blockout. After changing that, I added more details to each subtools before moving onto the next stage.

Fig 1.8 Blockout Detailing

After being satisfied with the results, I merged all the subtools and used Dynamesh to connect them. After smoothing out the connections, I further refined the sculpture to give it a more realistic look.

Fig 1.9 Character Detailing

Final Results

Fig 1.10 Project 1 Final - PDF


Fig 1.11 Project 1 Turntable - MP4

Project 2 / Outfit & Props Sculpting

Before moving on to the outfit and props, I was instructed to revise my anatomy as it didn't look correct. I looked for more references to follow and went for a mix between a stylized and realism look.

Fig 1.12 Sculpture Revision

Afterwards, I sculpted the character's hair following a Youtube tutorial, using a custom brush. Because the brush creates hair 'subtools', I have to Dynamesh it later so it is uniform with the rest of my sculpture.

Fig 1.13 Hair Sculpt

For the outfit, because of time constraints, I decided to further reduce the details. I also decided not to use the mask, because I can't really translate the look I want into 3D. Also, it would just cover up the face which would make my effort sculpting it useless. With that, I continued working on the belt and cloth on his waist.

Fig 1.14 Cloth & Belt Sculpt

For the bandages, I followed another Youtube tutorial where it uses masking and panel loops which speeds up the overall sculpting process.

Fig 1.15 Bandages Sculpt

For the props, I sculpted a staff made from 3 pieces of wood tangled around each other.


Fig 1.16 Staff Sculpt

Afterwards, I colored in everything following the colors I had in my concept art.


Fig 1.17 Character Colored

Final Results

Fig 1.18 Project 2 Final - PDF

Fig 1.19 Project 2 Turntable - MP4

Final Project / Complete Character Sculpt

Initially, I wanted to rig the character to pose it, since this was a process I'm quite familiar with when working in Blender. However, I encountered lots of problems while doing it in ZBrush, and ended up using the masking method instead to pose my character. I decided to make the pose somewhat similar to the dynamic pose I did for my concept art.


Fig 1.20 Posing Progress


Fig 1.21 Pose Turnaround

Lastly, using a render from an angle I took, I used it to make the concept art illustration in Photoshop. At first, I drew some ideas, but it doesn't fit the 3D look of the character. Because of that, I went to do green gradients with his name written behind, also while adjusting the colors of the character so that it fits into the background.


Fig 1.22 Concept Art Illustration Progress

Final Results


Fig 1.23 Final Project - PDF


Fig 1.24 Final Project Turntable - MP4


REFLECTION

This was definitely a tough module as I've never tried sculpting before. I know that I can still do better if there was more time, and I know that there is still a lot of room for improvement. On the anatomy side, I could've had spent more time to make it more realistic, and for the outfit and props, I could've also spent more time to add in more details and other elements too. Nonetheless, I was quite satisfied with how the results turned out.