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:
After gathering enough inspirations, I then proceed with sketching my character:
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:
After doing so, I then sharpen the jaw to match up with the teeth and gum:
TASK 2.5
After the process of doing the skull, we are also required to sculpt the body mesh for our character:
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.
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:
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:
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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