PROJECT 01
In this project, we are required to apply our character design knowledge
to create a stylized character model using ZBrush, while
demonstrating our understanding and study of human anatomy. The character
can be a human, any form of bipedal creature, a hybrid creature, or a
quadruped.
WORLD & CHARACTER SETTING
First, we needed to establish the world setting and character concept,
followed by creating a
moodboard as a visual
reference for the later design process. I chose to base my project on
the world of the Chinese sci-fi romance game
Love and Deepspace.
The game combines futuristic technology, combat, and dangerous creatures
known as Wanderers,
making it a suitable setting for developing a character with combat and
survival elements.
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Fig. 1.1 - Moodboard of World Setting_JPEG (13/5/2026)
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Based on the original world setting, I further developed my own story
background and placed it in the
border zone of a futuristic city in 2123. This area exists between officially controlled districts and the
underground black market, where security is unstable and Wanderers
frequently appear. Hunters, informants, injured civilians, and people
involved in illegal activities often gather here, making it a dangerous
grey area filled with different people and stories.
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Fig. 1.2 - Wanderers_JPEG (13/5/2026)
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This environment also helped shape the direction of my character design. I
wanted the character to be capable of operating independently in dangerous
areas while possessing skills related to
medical treatment, combat, and survival. Therefore, these elements became the main foundation for developing the
character’s identity, clothing, equipment, and overall visual style.
Therefore, I looked for clothing references related to both
combat and medical personnel. The overall direction combines tactical clothing, medical uniforms, and
futuristic elements, including fitted clothing for easier movement, belts
and straps, long coats, and medical-related accessories. I also explored
black-and-white colour combinations and asymmetrical clothing designs to
give the character both the professional appearance of a medic and the
practical feeling of someone who frequently operates in dangerous areas.
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Fig. 1.3 - Character's Moodboard_JPEG (13/5/2026)
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For the colour palette, I mainly focused on
black, white, and cool tones. Black gives the character a stronger combat and mysterious feeling,
while the white long coat creates a visual connection to doctors and
medical personnel. By combining these elements, I wanted to create a
character whose identity sits between a
Hunter and a Medic.
CHARCATER DESIGN
Based on the previous moodboard, I began developing the final
character design. I started by drawing sketches based on
references.
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Fig. 1.4 - Character's Moodboard_JPEG (22/5/2026)
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I kept elements such as the
long coat, hood, belts, straps, and combat boots, while using a fitted inner outfit and shorts to allow more freedom
of movement. The long coat helps create a medical-inspired appearance,
while the asymmetrical hem, leg straps, and equipment pouches add a
stronger tactical and survival feeling. She also carries a firearm and
personal equipment, allowing her to operate independently in dangerous
areas.
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Fig. 1.5 - Multi-view of the character_JPEG (5/6/2026)
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For her appearance, I chose
long hair and calm facial features
to reflect a composed, independent, and slightly distant personality. I
also created both hooded and unhooded versions, together with front,
side, and back views, which later served as clearer references for the
ZBrush modelling process.
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Fig. 1.6 - Character Design_JPEG (10/6/2026)
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ZBRUSH LEARNING & BLOCK OUT
At the same time, we started learning character modelling in
ZBrush. We first used ZSphere to build a basic human
body structure, helping us understand body proportions, skeletal
connections, and joint placement. This provided a foundation for the
later sculpting process.
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Fig. 1.7 - Zsphere in Zbrush_JPEG (8/5/2026)
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After confirming the character’s pose and body proportions, we started
using different SubTools to build the basic body structure,
including the head, torso, arms, pelvis, and legs. This made it easier
to adjust each body part separately and prepare the model for further
muscle and detail sculpting.
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Fig. 1.8 - Basic body structure_JPEG (16/5/2026)
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Next, we continued sculpting the
muscles and overall body form. Due to an operation mistake, the hands became slightly distorted and
needed further adjustment. Lecturer also suggested paying more attention
to the
muscle structure and volume of the chest and thighs, while keeping the Achilles tendon from becoming too thin so that the
anatomy looks more natural.
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Fig. 1.9 - Body Anatomy Sculpting_JPEG (4/6/2026)
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Based on my lecturer’s feedback, I adjusted the
hands, chest, thighs, and Achilles tendon, while further refining the body proportions and muscle forms. After
these corrections, the overall anatomy became more natural and provided a
stronger base for the later clothing and detail modelling.
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Fig. 1.10 - Final Blockout_JPEG (13/6/2026)
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<iframe allow="autoplay" height="480"
src="https://drive.google.com/file/d/1mnZ6yTx-8OCgVgNIEVIzZvZbcMU0N7vB/preview"
width="640"></iframe>
PROJECT 02
In this project, we were required to further develop the character
model from Project 1 by adding more details and textures to
strengthen the character’s personality and visual storytelling.
First, I
coloured my previous character design. The main colour palette consists of black, white, and muted
green. The white long coat keeps the medical identity of the
character, while the black tactical equipment strengthens her role
as a Hunter. Adding colour also gave me a clearer reference for
the later ZBrush modelling and material development.
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Fig. 2.1 - Character Design with color_JPEG (28/6/2026)
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3D BLOCKOUT
First, I started sculpting the character’s hair. This stage was
quite challenging because long hair requires attention to the
overall volume, hair layers, and natural flow.
I was also still unfamiliar with some ZBrush sculpting tools, so
adjusting the shape and connection of the hair strands took more
time. After several adjustments, I gradually completed the basic
form and layering of the hair.
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Fig. 2.2 - Hair_JPEG (26/6/2026)
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Next, lecturer taught us how to use
Polypaint, and I continued refining the character’s face. After the first
colouring attempt, I noticed that the face still looked slightly
unnatural, especially the eye shape and overall proportions.
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Fig. 2.3 - Face before adjusting_JPEG (30/6/2026)
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Lecturer suggested adjusting the facial features further and paying
more attention to the
eye area, cheekbones, mouth, and facial muscle structure. I then refined the face based on this feedback to achieve a more
natural result.
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Fig. 2.4 - Face after adjusting_JPEG (10/7/2026)
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Fig. 2.5 - Final Face Blockout_JPEG (14/7/2026)
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However, due to an operation mistake and because I had previously
cleared the
Undo History
to reduce the file size, the hair developed problems during the
topology process and I could no longer return to the previous
version. As a result, I had to recreate the hair. This experience
taught me to save backup versions before retopology or clearing the
history to avoid losing important progress. QwQ
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Fig. 2.6 - Hair after redoing_JPEG (16/7/2026)
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After redoing the hair, I started with the character’s
base clothing. I adjusted the clothing according to the body shape so that it followed
the anatomy while maintaining some thickness and form. After completing
the basic shapes, I also added simple colours and materials as a
foundation for the coat, belts, and other equipment.
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Fig. 2.7 - Base Clothing_JPEG (16/7/2026)
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Next, I started modelling the character’s
combat boots. I first created the basic shape, then added details such as the sole,
straps, and laces while adjusting the form from different angles. I also
added tread details to the sole to make the boots more suitable for a
character who frequently operates in dangerous environments.
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Fig. 2.8 - Shoes_JPEG (18/7/2026)
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After completing the basic shape, I continued refining the boots and added
metal accessories
to make the overall design more complete.
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Fig. 2.9 - Final shoes blockout_JPEG (18/7/2026)
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Next, I created the character’s
straps and harness system, including the upper-body straps, crossed waist belts, and thigh straps.
These elements add more layers to the outfit and strengthen the tactical
appearance of the character, while also supporting her role as someone who
carries equipment during missions.
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Fig. 2.10 - Straps and Harness system_JPEG (20/7/2026)
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Fig. 2.11 - Straps and Harness system with metal
accessories_JPEG (20/7/2026)
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Next, I started modelling the character’s
tactical gloves.
This part was challenging because the spaces between the fingers were
difficult to manage, especially when separating the fingers and preventing
the geometry from merging together. I spent more time refining the finger
shapes and later added metal guards and wrist details to make the gloves
look more complete.
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Fig. 2.12 - Gloves_JPEG (20/7/2026)
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I started creating the character’s
tactical accessories, including pouches, holsters, storage bags, and metal buckles.
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Fig. 2.13 - 3D Blockout with accessories_JPEG (25/7/2026)
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Finally, I started modelling the character’s
cloak. This part required attention to the fabric flow, hem length, and the
connection between different sections. I first created the overall shape,
then refined the sleeves, hood, and back hem while adding shoulder and
strap details to better match the original character design.
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Fig. 2.13 - Process of Cloak_JPEG (30/7/2026)
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Fig. 2.14 - Final Cloak_JPEG (30/7/2026)
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<iframe allow="autoplay" height="480"
src="https://drive.google.com/file/d/1vMwfsqVRp7DGQiX9tQ8PpV7jedymXsuM/preview"
width="640"></iframe>
FINAL PROJECT
Finally, we needed to further
clean up and refine the model, while adjusting the character’s pose to better express her
personality. We also needed to add suitable
props and a display platform
to complete the final presentation.
My character’s main weapon is a futuristic pistol, supported by
combat knives as secondary weapons. The pistol features a strong
mechanical structure and cool-toned details to match the overall
sci-fi setting, while the combat knives are mainly used for
close-range combat or emergency situations.
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Fig. 3.1 - Props_JPEG (31/7/2026)
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POSTURE
Finally, I combined the character’s clothing, accessories, and
weapons, while further refining the details and pose. The character
holds her main weapon while keeping the other hand in a more relaxed
position, creating a calm, alert, and ready-for-action appearance. I
then placed the character on a display platform to complete the final
model.
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Fig. 3.2 - Final 3D Blockout_JPEG (3/8/2026)
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After completing the overall model, I continued making some
detail adjustments, including the clothing edges, strap positions, accessory sizes, and
some proportions. These refinements helped make the different elements
more balanced and the final model more complete.
POSTER
After adjusting the lighting, I completed the final render of the
character model and made some minor refinements in
Photoshop. Finally, I combined the rendered model with the original
character design to create a poster, showing the development of the
character from concept art to the final 3D model.
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Fig. 3.3 - Poster_JPEG (4/8/2026)
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<iframe allow="autoplay" height="480"
src="https://drive.google.com/file/d/1V9kJcGsWC0e9Si0ZeZf64CBBrUXbd8Fv/preview"
width="640"></iframe>
REFLECTION