Anatomy and Sculpture

20/09/2025 - 29/12/2025  (Week 1 –  Week 14)

Katherine Alexandra Sutanto / 0373585
Character Design / Creative Media / School of Design
Anatomy and Sculpture


TABLE OF CONTENTS

1. Instructions

2. Task

3. Feedback

4. Reflection


INSTRUCTIONS



TASK 1

During the second week, Sir Tuan introduced us about the module regarding all the tasks, then briefs us about our first task, aka making up a character.

I had a lot of thoughts during this process, i was in dilemma if i was going with a rockstar character or a medieval/historical themed character. Moodboards are as following:


1.1 1st Ideation Moodboard

After gathering enough inspirations, I then proceed with sketching my character:

1.2 1st Ideation Sketch


However, I changed my mind and chose with my second idea, which leans towards ancient roman culture:

1.3 2nd Ideation Moodboard


I then proceed with sillhouettes, then thumbnail sketches:

1.4 Sillhouettes and head thumbnails


I then proceed in drawing various costumes in which i chose the second one:

1.5 Various costumes


After doing so, I go with  my chosen outfit then did a turnaround:


1.6 Turnaround


Then, i proceed to the character's splash art drawing:

1.7 Sketch in process of rendering


1.8 Rendered version




TASK 2

After the process of character building is done, Sir Tuan introduced us to Zbrush, which leads to our assignment of skull sculpting. These are my first attempts of sculpting the skull:

2.1.1 1st Blockout process


2.1.2. 2nd Blockout Process


However after gaining tutorials from sir Tuan, I redid my process of blockout into a much clearer and straightforward process:


2.1.3 2nd Blockout Attempt

2.1.4 2nd Blockout Attempt#2

After shaping the upper part of the head, I then proceed to input the teeth piece by piece:

2.1.5 Teeth Application

2.1.6 Teeth Application#2

2.1.7 Teeth Application#3

2.1.8 Teeth Application#4


After doing so, I then sharpen the jaw to match up with the teeth and gum:


2.1.9 Aftermath



TASK 2.5

After the process of doing the skull, we are also required to sculpt the body mesh for our character:

2.2.1 Body Mesh

After proceeding with the body mesh, I then go to detailing:

2.2.2 Detailing #1

2.2.3 Detailing #2

2.2.4 Detailing #3

2.2.5 Detailing #4

2.2.6 Detailing #5

2.2.7 Detailing #6

2.2.8 Detailing #7



TASK 3

After the process of doing the body mesh, we are required to do the clothing blockout, I started with y character's shirt, then his skirt using masking and extract.


3.1 Clothing extract


In order to make the skirt, I'd mask and extract around the hips, then pull it downwards with Gizmo 3D, for the belt and neck accessory, I just mask and extract it. Whilst the cape and the hood, i just use normal shapes like cubes and spheres, then use move tool to adjust it.

3.2 Masking the hips to make the skirt

3.3 Extracting skirts, neck accessory, and belt


After doing so, I then proceed to sculpt the face.

3.4 Sculpting the face

3.5 Adding face accessory

3.6 Detailing face accessory

After completing sculpting the shirts, i then proceed to colouring using fill object and paint tool to shade/render based on the respective color palette i prepared:

3.7 Coloring Outfit

3.8 Coloring Outfit#2


After doing the clothing, we are also required to sculpt a prop. I then go for the blockout:

3.9 Shield Prop Blockout


I then proceed to further detailing and coloring:

3.10 Coloring and Detailing

3.11 Coloring and Detailing#2




TASK 4

After completing the character sculpting, we're then proceed to posing. This is my first attempt of blocking out the pose using proxy pose or manually masking because my device couldn't handle the plugin:

4.1 1st Posing attempt

I then make the pose even more dramatic by making the character knees up, standing on heels as if he's levitating while raising his arm higher:

4.1 2nd Posing attempt


I then re adjust the clothing to fit with the character's body whilst holding the prop:

4.2 Posed character with clothing


After done with the posing, we're then also required to make an illustration with our 3D sculpture. To start, I'd screenshot the 3D model with the desired angle:

4.3 Screenshotted 3D Model

4.4 Painting process#1

To proceed to the colouring, I'd start roughly painting the background with mono colour, then overlay it with colour:

4.5 Painting process#2


After overlaying, I'd proceed to make the 3D model clearer, cleaner and more detail alongside the background and rendering.

4.6 Painting process#3





FINAL OUTCOME




FEEDBACKS

Task 1: No problem but Sir Tuan was concerned if its was too complicated too me since it has a lot of human sculpture elements which can be a big struggle for beginners

Task 2:

- I need to fix my skull's proportion 

- No problem but i need to make the body bulker or buffer since the character sheet was drawn that way.

Task 3: So far no problem but need improvement, body's S line need to be improved  before proceeding any further.

Task 4: 

- Posing is fine but need clean up due to manually masking

- Illustration concept art is good but need more improvement and study more on composition.



REFLECTION

Observation

This project began with the introduction to the module and the first task of creating a character, which made me realize how complex and demanding digital character sculpting can be. Unlike 2D character design, digital sculpting requires a strong understanding of anatomy, proportions, and structure, especially when working with human characters. At the early stage, I struggled with deciding the character’s theme, as I was torn between a rockstar-inspired design and a medieval or historical concept. This dilemma showed me how important it is to establish a clear direction early on, as the character’s theme heavily influences every design and sculpting decision that follows.

Findings

Throughout the process, I learned that digital sculpting is not a straightforward task but a step-by-step workflow that requires patience and planning. From creating moodboards and silhouettes to developing turnarounds and splash art, each stage helped strengthen the final sculpt. When I was introduced to ZBrush and skull sculpting, I discovered how essential proper anatomy is as a foundation for character creation. My first attempts showed weaknesses in proportion and structure, but after guidance and tutorials from Sir Tuan, I was able to improve my blockout process and approach it in a clearer and more systematic way. This taught me that restarting and correcting mistakes is a crucial part of learning digital sculpting.

Experiences

Working through the body mesh, clothing blockout, accessories, and props gave me hands-on experience with various ZBrush tools such as masking, extraction, Gizmo 3D, and detailing brushes. I realized that sculpting clothing and props requires just as much attention as the body itself, especially to ensure they fit naturally with the character’s pose. Posing the character was particularly challenging due to technical limitations, but it helped me understand how pose can enhance a character’s personality and presence. Turning the final sculpt into an illustration also showed me how 3D and 2D workflows can work together to produce a stronger final presentation.

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