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Serra week 1-10

Week 2:Character Design and Production

This week, I am preparing to start working on my character.
But first, I need to document the character revisions we made during last term.

Modeling

This was our pilgrim character from last term.
After revising the story, I decided to rework the character as the antagonist—a malevolent demon.

I made several adjustments to the character’s appearance, focusing mainly on adding more details, including muscle structure and other visual refinements.

I added muscle definition around the chest cavity, deltoid area, and upper thighs to enhance the character’s anatomy.
For the chest, I plan to create a separate piece, which is currently intended to be a form of armour.

I have recently added more intricate details to the model—for instance, the chest now features exposed bones, which I intend to render using a metallic material.
The head has also been significantly redesigned: it was originally crescent-shaped, but I have now transformed it into a beak-like form, giving the character a more menacing and otherworldly appearance.

I also sculpted additional details, including some organic tissue and visible veins, to enhance the sense of realism and grotesque anatomy.

This is the rendered result after completing the texturing process in Substance Painter.
I’m very grateful to the artist who provided painting guidance—his support has been incredibly helpful throughout this stage.

I plan to add a small amount of fabric to the character—for example, around the metal bird-like beak on the head, I’m considering incorporating a headscarf-like element.


Rreference

The artist Alex BocaP has been a major source of inspiration for my character design, especially for the head design.

Rigging

Next is the rigging and animation testing phase.
I re-rigged the character due to significant changes in the model, and this time the skin weights are more complex.
I also added extra controllers for the eyes, allowing for more expressive and interesting animations.

Please ignore the remaining two arms—they are movable, but I haven’t tested any animations for them yet.

We will later test the character in Unreal Engine to evaluate its performance and visual effect.

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