I am creating this to give some ideas to people who want to create their own character.
If you have any question, please ask, if you know a better way to do something please share it.
This will focus on the creation of a horror creature.
- Come up with an idea.
This is your foundation you should have a concept that is compelling to yourself.
Come up with a little story, a feeling, a sound.
What do you want your character to make you think and feel.
Some tips to get the creative juices fkowing:
Browse Art sites Artstation, Divianart . . . and so on.
Watch a movie, play a game or read a book.
Go outside look at nature look at people (don’t stare to much).
A tip I would have given you in the 60s do drugs.
This is what I came up with.
A little story: A creature that escaped from a Lab. A creature that shares some DNA with humans but was grown for the purpose to assassinate. (If you are the concept artist and model creator you only make this back story for yourself, if this creates the right picure and feeling in your mind that is all you need).
I want it to feel like a creature that stalks you in the night, keeps it’s distance and when you go to sleep it comes for you.
Now here is the first sketch I made it shows the creature leaning through a door frame.
When making a sketch for yourself there is no need to go crazy only draw what you need.

1 Like
- Block out your creature.
I like to use cylinders. Some like to boxmodel.
What you are looking for is a readable silhouette.
A good way to make sure your silhouette is good is to apply a shadless material (turn the color and spec black)
I put my cylinders were I need them then use the boolean mod to combine them, then I move the whole thing a little on the x axis mirror it, then i seperate the mirrored mesh and boolean both together.
Now I apply a remesh mod and start refigning the shape in sculpt mode.
again checkin the silhouette of your model with your shadeless material. I usually have some refrences up at this stage for anatomy. If some proportian changes are needet create a rough mesh around your sculpt and use the mesh deform mod.
the final blocking stage in my workflow.
- retopology
This is a big one, that would require it’s own thread.
I will link some tutorials here.
If you have a base mesh that fits use it and modifie it.
Look at AAA game meshes and learn from them.
I like to vertex model at this point until it looks nice and smooth with some rough detail.
I also built in the mouth and left it slightly open.
Many like to create a high detail sculpt and then retopologies it. I like it this way.
I use the model with the nice topology apply a remesh mod and sculpt away.
You can sculpt as far as skin pores I decided to use tileable texture to achieve the look of skin pores when I bake the normals
I hope this has been usefull so far.