Anatomy & Character Sculpture

 23.09.2025 - 29.12.2025 ( Week 1 - Week 15)

WANG JINYI / 0374697

DST60404 / Anatomy & Character Sculpture / Bachelor of Design (Honours) in Creative Media / Taylor's University

Project 1, 2 & Final Project Compilation

TABLE OF CONTENTS

Instructions

Task

Feedback

Reflection

INSTRUCTIONS

TASK

EXERCISE

At this stage, we were required to design an original character. I decided to create a stylized and cute female character. After collecting some visual references, I drew the first concept sketches for my character, Nalu. 



I then refined the design and added colors in Procreate. I also explored alternative outfits and created several silhouette sketches.








During this process, I tried to keep the design simple and readable. I wanted the character to look interesting and well-designed, but not overly complicated. Since I was still new to ZBrush, adding too many complex elements would make the sculpting stage much harder for me. This stage mainly focused on the overall shape, proportion, and visual identity of the character.


Exercise 1 Final Outcome

Project 1

In Project 1, we had two main tasks: sculpting a skull and completing the anatomy blocking stage of the character.


Before starting the skull sculpt, I searched online for skull references and basic sculpting tutorials. This was my first time using ZBrush, so I was not very familiar with the tools. However, I focused on getting the proportions, main forms, and overall structure correct instead of adding details too early.



During the anatomy blockout stage, I used symmetry and mirror functions to avoid the model becoming uneven or unbalanced. 


By constantly rotating the model and adjusting the structure, I slowly understood that sculpting is not just about shaping an object, but about understanding muscle placement, joint connections, and body support. Even for a stylized character, a basic and logical anatomy structure is still very important.



Project 1 turntable



Project 1 Final Outcome

Project 2

After finishing the blockout and basic refinement, we moved on to Project 2, which focused on clothing and coloring the character.


I used masking and mesh additions to build the character’s outfit, then slowly sculpted details, textures, and material differences using brushes. I also designed a weapon for the character. While sculpting the weapon, I learned new techniques such as creating spiral shapes and adjusting materials.


Once the sculpting was finished, I started polypainting the character and weapon. This step was quite easy and interesting, as I followed the original design proposal and enjoyed on applying colors. This project helped me understand the importance of working from big shapes to small details.




Project 2 turntable


Project 2 Final Outcome

Final Project

For the Final Project, students were required to produce a fully completed digital character sculpt with outfit, props, textures, polypaint, and a posed presentation.

I used masking and move tools to adjust the character’s pose. Directly moving limbs often caused mesh issues, so after each pose adjustment, I used sculpting and smooth brushes to fix intersections and rebuild the mesh. This helped the final pose look more natural and clean.



After finishing the sculpt, I rendered the character and exported the images into Photoshop, where I created a final concept art illustration. 

 


At this point, the character modeling process was completed.


Final Project turntable


Final Compilation 

REFLECTION

Overall, this course was challenging but rewarding. At the beginning of the semester, I was not confident using ZBrush, and I also felt unsure about my understanding of anatomy. Many tools and functions were unfamiliar to me, and I often made mistakes during the early stages of sculpting. However, through repeated practice, trial and error, and constant adjustments, I gradually became more comfortable with the software and the sculpting process.

One important thing I learned from this course is that character sculpting is not about getting everything right at the first try. It requires patience, observation, and a willingness to fix problems step by step. I also realized how important anatomy is, even when working on a stylized character. Having a basic and logical structure helped my model look more believable and balanced.

During this course, I received useful feedback and guidance from my lecturer and friends, which helped me identify problems that I could not notice by myself. Their suggestions helped me improve both my workflow and final results. Overall, this course helped me build a stronger foundation in character sculpting and increased my confidence in working with 3D models in the future.

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