Sculpting a Stylized Character for the very first time

Learn how Art Heroes Alumini, Roy Livne, handled so many different hard surface elements on his chosen character.
In this edition of the Art Heroes blog we meet the creator of Stylized character, Ophelia.

We find out how Roy approached the Stylized Program, what he learnt and how he overcame the challenges he faced during the process.
Meet Roy Livne
Tell us about yourself
My name is Roy Livne, I live in Tel-Aviv, Israel. Today I am a 3D generalist. Having been a programmer for many years and wanted to get into something more creative. I started getting into 3D in 2018.

I love characters and creatures, could be stylized or realistic, either for games, film or collectibles and concept art. I like the combination of cute and scary with a dark twist to them.
How it started
What's the name of your Project? Where did the concept come from? Why did you choose it?
The name of my character is Ophelia, it's a concept by an artist named Qifeng Lin, which I found on ArtStation. I chose it for a few reasons: the style is great in my opinion, I like the complexity of it and I feel the story behind it. I wanted to challenge myself , since it's not an easy concept. It has everything from hard surface (armour and sword) to Organic (the tentacle creature) clothes and female anatomy and the fire effect.
Character Development
What were the main milestones for you?
The first milestone was the face and body anatomy. Getting that right was hard and took me a while. The second milestone was the hard surface - armour and sword which was challenging. The next was the tentacle creature on the armour and sword with the fire.
Challenges
What were your biggest challenges while working on this project?
Anatomy was a struggle, especially the face since it's partially hidden and it's not facing forward or profile, so I had to do a lot of guessing. I also struggled with the armour , that was a big challenge since there is a lot of it and its complex. I wasn't used to modeling hard surface in Zbrush.
" Feedback is so important! Don't miss any live sessions and try to post as much progress as you can. Give feedback to others, you learn a lot from that. "
Roy Livne
Art Heroes Student
How did you overcome these challenges?
For the anatomy part the feedback was crucial for improving and making progress!

Learning basic anatomy on the program was vital, both from the videos and searching online for references. I realized how little I knew about anatomy before I started the course.

The live sessions were super helpful, and getting and giving feedback on the student forum was very important.

For the armour, I started by blocking out the major parts and went from there. I had knowledge of modelling before the course so I wasn't afraid to tackle it. But, doing it in Zbrush was a different story. The videos really helped, Marlon shows great techniques and I found extra references online.

What's Next?
What are your plans for the future?
I want to improve the render. And maybe fix a few things here and there. Six months ago I landed my first job in 3D so now I will continue to work on myself to do more and constantly improve my skills.
Final Project
Artwork: Roy Livne
Concept: Qifeng Lin
Useful Links
Connect with Roy on Artstation: Roy Livne
Follow Roy on Instagram: roylivne
Browse Qifeng's character concepts on ArtStation: Qifeng Lin


Learn With Us
Explore relevant programs and up your level
Make an appealing and production-fit character in 6 weeks
Learn the basics of ZBrush to bring any level of complexity on board
Text author: Maria JD
Artwork by: Roy Livne
Get updated when we release a new tut
Weekly 3D tips and inspo, delivered.
By clicking the button you agree to our Privacy Policy. You can unsubscribe any time.