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Character Design and Modeling Process – Dorshínzia

  • zeartista1
  • Feb 10, 2023
  • 3 min read

Originally created for my Character Design and Modeling class in spring 2022, Dorshínzia is a character from my personal project who I'd been meaning to give some love for a while. The owner of the largest trading company in the country, she holds her head up high in the face of adversity and is wildly stubborn.


This project marked the first time I ever modeled, textured, and rigged a character from start to finish!


Silhouettes created in order to get a feel for the character (Spring 2022)

To begin the ideation process for this character, I sketched some silhouettes for her to see what

did or didn’t work. I already had a little bit of material to work with since I first designed her pretty

early on in college (that design left a lot to be desired), but it was still tricky figuring out the exact

silhouette I wanted to give her. I would argue that her cactus hair was the most important part of

her silhouette from the beginning until the end.


Character thumbnails (Spring 2022)

Next, I created some basic thumbnails for how I wanted her to look. At this point, I was more

focused on getting the right feel across for her. I knew I wanted her to be elegant and flowery, so

it was a matter of figuring out how to incorporate those two factors.


More detailed character sketches (Spring 2022)

Next up were some more detailed sketches. Again, I settled on the cactus hair very early on so

it wound up staying in the design from beginning til the end. I considered giving her a hat

because of how much elegance can be put across when you give characters hats, but figured

she was better off without one. More importantly, I came to a conclusion in terms of what I

wanted the rest of her to look like! I realized that I could get across the idea of a hoop skirt by

using the same kind of lattice that you see used for growing plants. After that, it was really only

a matter of figuring out her shirt.


A turnaround featuring the design I settled on (Spring 2022)

The same turnaround, this time showing what lies beneath the leaves (Spring 2022)

Next, it was time to start modeling.


Wireframe vs shaded low poly model (Spring 2022)

Figuring out how to make her low poly was a nightmare in and of itself because of her foliage.

Because of this, I actually went through a few sculpts of her foliage before settling

on this one. What I ended up doing to make my life a lot easier was getting her roses and

leaves as low poly as possible, unwrapping them, and texturing them separately. It saved a lot

of time and hassle! The rest of her was pretty easy to make low poly. I didn’t realize how few

polygons you can use to get a shape across effectively, so this part of the project was super

fascinating to me! If I were to go back and change things, I would definitely make her face and

sandals lower poly (my professor wasn’t super clear on how few polygons were needed to make

a face that can emote, so I went a little overboard).


High poly sculpt and custom rig (Spring 2022)

Her high poly sculpt was a joy to create. I really loved putting in all her wrinkles and stuff like

that! Her foliage wound up being created almost entirely in Maya, so there isn’t a high poly

version for that. In terms of rigging, this was actually my first time trying my hand at it! I definitely

learned a lot, particularly when it comes to when to parent (or not parent) objects to joints or

each other. My favorite things to rig were definitely everything involved in her head. It was really

important to me to make it so that she could emote with her ears because I thought it’d be cute.

I also made it so that her skirts have physics but unfortunately, that never made the cut in the

turntable.


Blendshapes (2022)

Much like other things in this project, this was my first time working extensively with

Blendshapes. In the future, I think it would be cool to get her or another one of my characters to

have phonetic Blendshapes.


Model render (Spring 2022)

Model render (Spring 2022)

Model render (Spring 2022)


These are my final renders on the project. I had (possibly too much) fun playing around with the dramatic lighting here. Overall, I’m really pleased with the results, especially for my first time going down the entire modeling pipeline.

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