Thursday, February 19, 2026
Week 26 - Lighting Composition
Monday, February 16, 2026
Week 25 - Lighting Composition
For our lighting assignment I decided to have a little bit of fun and focus very heavily on the artistic side of lighting, specifically referencing chiaroscuro for how to light the subject.
chiaroscuro, (from Italian chiaro, “light,” and scuro, “dark”), technique employed in the visual arts to represent light and shadow as they define three-dimensional objects. Britannica
In hindsight, I think I could have pushed the lighting further to be more dramatic, but being limited to three-point lighting setup, I think it works for what is needed.
Playing with the different temperature of the lights did also help create a better story for the statue. Warmer lighting next to the bird's neck and a dim light behind the man help imply a story taking place.
Friday, February 13, 2026
Week 25 - Ice Druid Sculpt
Feedback from Noah Hunter
Regarding the last version
There are features that are too soft currently, like hair chunks, eyebrows, transition lines from lip tissue to not-lip-tissue (idk the anatomy of that part), and earring hone points could be sharper. What if one of them was chipped and missing the point? What if her horns had a couple that were splintered? That could break silhouette and symmetry and be more interesting.
Regarding the final version
HAIR PROCESSING
Another attempt down, this project has made me learn two things:
1. A big portion of Zbrush tutorials regarding hair focus on longer styles OR entirely simplifying the shapes so much that they don't break off whatsoever.
2. Everyone has a different method for hair, and no one is 100% right.
This caused a lot of problems for me, since regarding Purah's design, her hair works best as a short, messy design, notably longer than her first form, but not extensively so. I took a lot of inspiration from arcanegold_'s character Maple, who has a very similar hair design, minus the horn protrusions.
ICE TEXTURING
One of the last things I did was a brief check/polish of any props in the scene; this included adding a light amount of tertiary detail and adding secondary detail to any overly smooth shapes, especially the antlers.
I used Hossein Hatami's VDM ice brushes as a good base, especially the ice shards, which worked really well in adding volume and variation to the horn sheaths.
FINAL SCULPT
Thursday, January 29, 2026
Week 23 - Ice Druid Sculpt
FEEDBACK
Feedback from Kenneth Morrison:
I am unsure if the facial anatomy was passed over/no 'done yet' but it feels very basic. You have the larger features a placed well like. But the underlying anatomy is not all that there. Hence the 'Anatomy of an Illustrator' It makes Purah look more like a doll than an actual person.
Much of these anatomical facial anatomies are outlined in red. Things like the nasal labial fold, some of the cheek bones, and brows. and sides of the skull. In yellow are parts that I feel are misplaced or miss applied. Like I think your Zygomatic/Cheekbones are off and the plan change to the sides of the face are off.
That and your brow and nasal bone. The 'Illustrator Anatomy' part come in. Where you have that 'the line of the brow runs into nose' stylistic tech. But the place where the eyebrows and the browline meet are often on the same plane, not above it. That and her nose is this broad tube. IF this is what you want to do, fine. Push that. But it looks like it's something you are doing unconsciously out of habit.
Purple is because it feels like the horns are PLACED and not GROWING out of the skull.
1) I don't like how the 'Dress(?)' out later just sits like that. It feels like there's not a lot of consideration as to where it goes/interacts with the belt.
2) I don't like the hand anatomy. It feels overly smooth and the pinky is dinky. This feels like the 'Illustrators Anatomy' is happening.
3) The dark blue on a less dark blue doesn't look great. There's layering but it's not hightlighted. On the top, Purah has some 'embroidery(?)' that highlights it. I'd try something like that. Both of your concepts listed have something similar going on.
4) I like the 'Inverted Ribcage Dress' but the skeleton anatomy isn't there. (See Image)
5) Arm anatomy is missing some elements. Like Wrist bones, and elbows. "Illustrators Anatomy"
The 'Antlers' look good from the front and back, but not that interesting from the side.From the side angle, try pushing the bendAnd 'Twist' the antler shape to show the inner scoop from the side a little more. Say... 15-30 degrees?
These look a little plain
Clarification on Illustrator Anatomy:
Your anatomy is very simplified and it makes me think you learned anatomy through illustration, where you learned it through various techniques to simplify forms in order to get work done rather than the 'correct anatomical structure' that is needed for higher level artistry. It's becoming more apparent where you are compensating for a weaker base now that you are going into 3D character art. This is normal for artists.
From Caden Peterson
A lot of this critique focused on fine-tuning the planes of the face so they are less sculpy and based in Illustrator anatomy. This included:
- (Pink) Polishing the plane of the glabella (between the eyebrows)
- (Green) making the eyebrows larger and sit lower on the face
- (Red) Adding fat deposits underneath the eyes to better blend out the nose
- (Purple) Adding fat deposits underneath the lips for better definition
- (Pink - Left) Rounding out the chin

HAIR PROCESSING
This was a second attempt at hair modeling, utilizing a base primitive sphere to move tool and place into position, as the curve tools were not working out in a 3D space for the hair. I will be working on another pass of this hair.
Immediately, I think this is secondary. I see very little primary. I think you're starting too small too fast. Here is a video:
The biggest takeaway from this guide was not the guide itself but the existence of the Bend Curve tool which allows me to make modified curves and move the mesh with multiple editable points for 
Final sculpt of the two layers. This idea blends the idea of the layered skirt with some softer undertones to break up the design. It also serves as heavy shape language without controlling the design in terms of detailing, juxtaposing heavy shape language with resting eyes and thin/sharp shape language with a lot of extra adornments.
I forgot to mention it in my last update but; G_Pouraskar's 202 Leather Brush Straps IMM and Fred Taylor's Stylized Rope IMM brushes has been extremely helpful in making many of the cords, bags, and latches for this project -- Adding the right amount of utility for any D&D character
I was reminded of the GIO soft brush for ZBrush; it feels like a mix of Dam Standard, Pinch, and Polish features all together. For large swaths of cloth I found this incredibly helpful
Week 26 - Lighting Composition
For this assignment I wanted to play with an early morning lighting sequence. Since I've been listening to more and more country music, ...
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FEEDBACK Feedback from Kenneth Morrison: I am unsure if the facial anatomy was passed over/no 'done yet' but it feels very basic. Y...
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One of the biggest problems I found with this project is the increasing proximity and affection I have for this character fighting with my l...
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Current Fixes Because I was able to get ahead on the sculpting last week, I took this week to go back and resolve some of the critiques I ha...


























