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Biomechanical Android

This character design is a result of a sculpting assignment received during our studies in Creative Media and Game Technologies.

We were tasked with creating a humanoid character, showcasing the design in front, back, and side view concept art, as well as then sculpting the character in A or T pose using Zbrush. This was our first time using the program so it proved to be quite a challenge, having never sculpted in 3D before.

I aimed for a biomechanical aesthetic, heavily inspired by H.R. Giger's style, more notably by the engineers of the Alien Franchise. Thus, I created a grotesque mix of organic flesh melded with clean, metallic plating, forming a feminine android.

I created the entire body myself, excluding the hands and feet for which I used IMM brushes. I figured this would teach me more about anatomy and the workflow than working directly on a mannequinn or plain character. I started each piece from a sphere that I molded to the needs of each piece, which I then merged together. This also allowed me to have more freedom regarding the proportions, as I wanted the character to have disproportionate limbs for the body size, enhancing the alien look in a more subtle way.

This was a great introduction into working on characters in 3D and sparked my interest in the medium, having pursued it further since and developed my skills in concepting, sculpting, and retopology.

Initial concept art for the character, showcasing different materials, texture, and intended final look.

Initial concept art for the character, showcasing different materials, texture, and intended final look.

Initial progress pictures & anatomy block in.

Initial progress pictures & anatomy block in.

More refined design with the armor plating added.

More refined design with the armor plating added.

Finished sculpt with very roughly placed textures to differentiate the armor from the flesh further

Finished sculpt with very roughly placed textures to differentiate the armor from the flesh further

Finished sculpt with very roughly placed textures to differentiate the armor from the flesh further

Finished sculpt with very roughly placed textures to differentiate the armor from the flesh further

Closeups of the head and spine.

Closeups of the head and spine.