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[WIP] Rufina

This is an ongoing attempt at creating a game character. I've been learning 3D workflows essentially from scratch for about 6 months now, and this character serves as a benchmark for me to practice the things I learn. When this character comes out in an animation ready form with non stretched rigging, I will know I can pump out characters.

Initial Concept

Initial Concept

Initial Concept with adjusted colors. Design seemed flaky and i wasn't confident. moved onto 3D modelling from here.

Initial Concept with adjusted colors. Design seemed flaky and i wasn't confident. moved onto 3D modelling from here.

first attempt at modelling facial features in Blender. This is when I started to feel the 2D design was lacking, because I felt uncertain about how to model some things.

first attempt at modelling facial features in Blender. This is when I started to feel the 2D design was lacking, because I felt uncertain about how to model some things.

Textured character head in blender to get an idea for the forms in a more finalized version. UV's are messy but the character design is improving on the 2D concept.

Textured character head in blender to get an idea for the forms in a more finalized version. UV's are messy but the character design is improving on the 2D concept.

Added corkscrew into hair, character feels more solid and living.

Added corkscrew into hair, character feels more solid and living.

GIF showing head turnaround

GIF showing head turnaround

Character Design V2. Much better silhouette and less unecessary details. Character has a stronger pose with more personality.

Character Design V2. Much better silhouette and less unecessary details. Character has a stronger pose with more personality.

Character Design V2.1. Drawing inspiration from Kazakhstan buildings and mirror armor. Solidified the painting a bit so it feels crisper in some areas.

Character Design V2.1. Drawing inspiration from Kazakhstan buildings and mirror armor. Solidified the painting a bit so it feels crisper in some areas.