My name is Nicolas Niño, I am a character artist from Colombia and I’ve been fascinated by video games my whole life, I started messing around in 3ds Max when I was in high school and since then I’ve wanted to work in games

I’m am currently a student at Think Tank Training Center, so this character was mostly a study to learn industry standard workflows and techniques, also to challenge myself and attempt to get a realistic looking character.

Sculpting

For the block out of the character I started in Maya, building very basic shapes in order to quickly get the proportions of every object in the concept, also at this stage, it’s good to look at the character flat shaded, to make sure the silhouette is not boring.

For the sculpt of the face I started with a base mesh from Make Human, then I smoothed it and started by placing the main landmarks, after that it was just having references on hand, also the “Anatomy for Sculptors” book was pretty useful throughout the process.

For the main features of the face, I keep the subdivision level low and mainly used clay build up, move and dam standard.

For the smaller “secondary” features I found it pretty useful to exaggerate, making angles sharp and fat deposits bigger than they should be, and then I toned them back down so they fit with each other nicely.