Translating a 2D Character to 3D

Translating 2D to 3D is always a challenge. Most of the time it is easy to change the proportions with the pose and perspective and tweak the drawing in a way it looks nice in 2D, but when it comes to 3D, you realize that a few elements can’t work the way they were drawn. Your job is to do the right interpretation and make the necessary changes. For example, in Yan’s concept, a few things were not clearly defined so I just did my own version of them.

Sculpting

When doing a posed sculpture from design, I find it easier to start with the usual T-pose base model, add all the clothing and important features, and then pose the model. I feel I have more control over the proportions that way.

I started with my own base mesh that I did a couple of months ago for the ArtStation store and personal use. My goal back then was to make a strong base I could reuse to save a lot of time when starting any kind of new characters.

It is not the right body type or anything but that doesn’t really matter. The topology and polygroups make it easy to change the body type according to any kind of stylization.