3D CHARACTER DESIGN PORTFOLIO

CHARACTER BACKGROUND:
Name: no. 10
Height: 6ft 4
Weight: 200lbs


Backstory: the year is 2040. poverty and war have rampaged the world. most of the planet is
inhabitable because of the nuclear war between the leader of a foreign country and president of the United States of America. A brave scientist has developed super solders to fight in the battle and bring peace to the world. Project no.10 was genetically engineered to be better at everything then any normal human and with the help of his armour he is used to Control and eliminate any
threats. Him and his team of super solders protect the streets and do whatever it takes to bring
piece back to the country.

INSPIRATIONS:
From the initial idea of my character, I wanted to make a muscular character who was filled with
rage through fighting in the wars. I didn’t know how I could make this character, so I looked for
inspiration and took inspiration form a couple key characters.
One of my main inspirations was master chief from halo. The look and background of the character is like mine, so I used him as a big inspiration for the background and look of the character.


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For the look of my character, I took inspiration from multiple sources. One of these sources was
again master chief from halo but also the Arkham knight from batman Arkham knight. The slim
design of the armour and how it is in world practical.
Another big inspiration for my character was the Mandalorian. As an outcast of his people and a
loner I felt this would be similar to my character and would be a perfect place to start when thinking
of ideas.
When trying to think of the look for my character I looked at images of the tesla cyber truck. This
cars design inspired me with the look of the characters armour with the simplistic and narrowed
platting on the car I thought I could perfectly work this into my character and come up with armour
that would look similar.


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COLOUR DESIGN:
For my character I wanted to choose my colours very carefully. I wanted to use shades of brown on
my character to give of an earth like tone to the character and make him look more rugged. To
contrast this however I wanted the armour to be a metallic like material like the Mandalorian
armour in the Mandalorian, I wanted to do something like this as it looks good and gives it a
simplistic look. This also relates back to the design of my characters armour being like the cyber
truck. For the visor and the logo in the chest I wanted to go for a bright red colour and red has
connotations of anger and rage and the symbol would act as a target for his enemies to fucus on, so
they don’t aim for the weaker points in the armour like the joints.
CHARACTER CONCEPTS:
Initial concepts: To start off with the design of my character I drew up basic human shape and
decided where I wanted all the armour and under armour to fit. For the under armour, I was heavily
inspired by the look of the tesla bots, so I drew a rough sketch like that. For the main armour
however it was inspired by multiple inspirations, and I thought what would make sense and what
would be practical as a suit of armour. I settled with these basic shapes and a reference to what I
wanted to do later down the line.
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For the helmet I went through a few designs. one of these was a face mask like scorpion from mortal
Kombat however I decided to setting with a mask that coves the full face to add more protection to
the wearer and
For the final design of the character, I wanted to draw a basic human figure from multiple angles so
it would be easier for me when I start modelling to visualise the character.
I started with an outline of a person and slowly built up what I wanted for the armour. I did a basic
outline in red so I could see what I had drawn. I filled in the character with the neutral colours I have
chosen before and made the visor and logo red to make them stand out.
I thought the back looked very bare, so I decided to give my character a cape. I believed this would
help my character look a lot better and when creating the cape, I would have more to talk about.
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3D SCULPTING PROCESS
For all the modelling techniques I used I read about in the beginner’s guide to ZBrush.
armour modelling: To start off with the 3D
sculpting process I used the default male as
a base model for what I wanted to put the
armour on. To start off with I masked out
the area I wanted to add the under armour
so then I would be able to extract this piece
to make it thinker.
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To extract you need to simply select a part of the model you
would like to extract and with the extract feature you can make
the extracted part thicker. This is a technique I used often in
this process.
I used this technique as it is an easy was to create armour
pieces and full body suits using the geometry of the are selected.
After I made the under-armour layer of the suit, I wanted to
start to build up some armour pieces. I started off with the
shoulders witch I used the same technique as before with the
under armour and masked the shoulders so I could extract
them. I did not like the initial look of the shoulder plates so using a combination of both the move brush and the latten I got
the plates to a position where I felt it looked good and wouldn’t
interfere with any joint movement.
The next area I wanted to focus on was the chest pieces as I knew this would be the most intricate
piece of the armour and there were lots of layers to it. Yet again I used similar techniques as I have
used before with the shoulders but for this, I knew I wanted to add a logo in the middle of the chest,
so I left some space to be able to add this later. Moving this extract with the move tool at the top I
moved it a little away from the mesh as I knew the under armour would be in the way and would
hide most of this piece.
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For the rest of the armour, I simply used the same technique as I have used for all the other armour
however with the rest of the armour, I did not want it to be as think as the chest plate as I knew that
would be the thickets area. I started from the top to bottom building each piece of armour and then
moving to with the move brush and flattening out some imperfections with the platen or polish tool.
On the armour I wanted to make some places for the character to holster a weapon, so I simply appended a rectangle into the scene and attached that to the characters upper right thigh. I also made
a late design choice to add laser blades that would protrude for the characters upper wrist. To make
this I used the same Ideas with the weapon holster but curved the edges.
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For the boots I used another technique. I modelled the shine pads the same way I modelled the rest
of the armour but for the footwear I used a dynameshed shear that I flattened out to cover the feet
and moved the object appropriately to make it appear like boots. I then attached this to the rest of
the boot to make it all one piece.
Character modelling: I wanted to colour the skin and add some features to my character. I wanted
to do this as the helmet I was planning on making would be slightly transparent and even the character would always have their helmet on I still wanted to show a little of what is under the mask. I
started off by making the skin a pale colour coloured the skin and using the brush alpha 22 I add
patches to the skin to make it look more realistic
To add more character storytelling and to show my character has got a past I wanted to add a scare
going over the characters eye and across his face. To make the bumps for the scare I used the standard tool to elevate the scare and using alpha 22 brush and giving it a red colour, I made a scare.
I wanted to add eyes to my character and to do this I used simple steps.
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First, I started with adding a big spere to my scene. I then had to move this into a position that I
wanted it in.
After moving the eye into position, I then mirrored the eye in the x axis to have an eye in both sockets.
After the eyes were in position it was time to colour them. I started out with a base white and slowly
started from there. using the same brush, I used for the scare I added some blood vessels to the eye
to add more realism and then slowly adding patches of paint here and there I started to make the
pupil and the iris.
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Cape modelling:
For modelling the cape, I selected where I w anted to cape to attach to the character the same way I
made the armour buy masking off an area. I then zremeshed this new object and gave it a very low
poly count as it would be easier to move.
I removed the underside of the cape as this would interfere with the process of moving the cape and
would mess with the topology. Using the move tool, I moved the cape down the body. Using a combination of the move too and remeshing the cape I was able to make it the length that I wanted to
have it at.
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I then dynamshed the cape to give it more polygons so then I could edit it further. I started by adding thickness to the came and using the cloth tools in zbrush I added ripples to the cape.
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Like the rest of the armour, I coloured it in zbrush so I could have and understanding later down the
lie of what colour I wanted it to be in substance painter.
Belt modelling:
To start the belt for my character I masked out the area on the body where I wanted this belt and
extracted that masked area to create the basic look for the belt. I then did a smaller extract on that
area. This would be where I made my pouches.
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For the first bit of the belt, I moved it into position and resized it accordingly. The second pieces I
started to mask off areas where I wanted the pockets to be. I then pushed the unselected areas in to
create the shape of pouches.
Then with certain sections selected I brought out the flap of the pouch and then further modelled
these with the brushes provided to flatten them out and make them smoother.
After finishing all the pouches and colorising them using the paint tool. I then added buttons with
the imm tool.
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Helmet modelling:
After adding a spear to my character. I then scaled this object, so it was a similar size to the characters head.
Using the move tool and the flatten tool I started to morph the mask armour the characters face
After this I realised I had not dynameshed the object, so I quickly did this before starting to work on
the next part. I wanted to make the mask two separate sections and have a visor and the rest of the
helmet. To do this I look at my mask from a side profile and using the slice tool I was able to separate
these pieces and give them different polygroups. after I did this, I was then able to find the group
loops feature which was under geometry to add rounded edges to the poly group areas. I then
moved the back half of the mask to bring it out more.
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After some further adjustments to the mask, I then was happy with the final shape. I then wanted to
add bolts to the side of the mask, and I initially used the imm screw objects for this however I did not
like the look of this, Also I decided to change them to snorting that look closer to what I initially
wanted. As shown, you can see I painted the mask so then later when texturing I was able to know
what colour I wanted the pieces.
Accessories modelling:
For the accessories I wanted to make a pistol that would attach onto the characters leg. To make this
I took a cube and resized it to then length I wanted the barrel. I then did the same for the handle.
For the tip of the gun and the trigger I used the same technique by adding shapes.
After this I then used a combination of different tools like the polish and the flatten to smooth out
the gun and add more edges to it.
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UV UNWRAPPING:
Using uv master tool I was able to make the uvs so that I could have the seams be in certain locations that I wanted them to be in. for example with the under armour suit the uvs were all over the
place but with the uv master tool I was able to move all the seams of the textures to the back of the
model. This would be helpful then texturing in substance painter. I did this to all my models to allow
it to be easier to texture them.
Before I edited the uvs for the under armour, the picture below shows a before and after of the process. Before the uvs were messy and everywhere but after using this trick I was able to clean it up to
make the texturing process easier for me.
Bringing into substance painter.
I then brought these newly wrapped models into substance painter. From the rei applied the textures that I wanted for the models
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To start off I wanted to use the carbon fibre texture for my characters under armour but while I was
applying it looked to reflective, so I turned off the roughness to make it less shiny.
this was repeated multiple times for all the other pieces of armour.
EXPORTING TOO UNREAL:
For the final look of my character, I wanted to export everything into unreal. I wanted to do this as I
have previous knowledge in unreal and rendering out the final model would be a lot easier in there.
To start off I took all my models that I have textured and brought them into unreal and compiled a
blueprint with all these models in so then I could work on them all together. To import the models
into unreal was an easy process. First io imported the models and the textures but the textures came
separately so I had to look at the material and edit the material for all the objects.
After I brought my character in, I wanted to set up a scene for him and wanted to set up some lighting to show off my character

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