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Spiritforged – Weeks 16 to 24

This is the the point of this illustration where it was close to finished. I ended up switching the halo piece for the red sashes to add more interesting elements while substituting a key component to frame her torso. I also wanted to emphasise the theme of motherhood so this red sash was meant to emulate an umbilical cord. I also ended up altering the design of her dress. The previous iteration featured a metal plate attached to the loin cloth, but after considering in-game animations and movement, it seemed like an unrealistic costume piece. The movements of this character is meant to be light and graceful, so the metal plate seemed like it would weigh her down. Instead, I replaced it with a pleated cloth that was inspired by the intricate folds found on traditional Thai skirts as seen below.


The face and blood on the veil of Matramara’s phase 2 design wasn’t actually a part of the original idea. Many of my tutors said something was missing around the head area, which lead to a lot of misinterpretation of the veil. One of my tutors suggested to add a face there so we could get a better idea of the creature’s anatomy. I also applied more design theory by adding blood to the face. Similar to the phase 1 illustration, I used colour and contrast theory to attract the eye of the viewer. I intentionally used bright pops of red to make the viewer look at points of interest on the character such as the hands, the face, and the gruesome belly. Red is a regularly-occurring colour across the characters of Spiritforged. However, my colour use has been very intentional. Red in my character designs shave two distinct functions—one of symbol, the other of substance. When I used red in cloth, it’s meant to evoke power, ritual, and reverence. It represents heritage, divine wrath, or the weight of fate literally carried on the shoulders of my characters. In contrast, red in blood and exposed flesh is more visceral —unfiltered life force and violence. It reveals the cost of power. One red is chosen; the other, spilled. Together, they create a dialogue between passion and mortality.

I had a lot less trouble with rendering phase 2 compared to phase 1 because I already learnt a lot from my roadblocks in phase 1. I remembered to think of floor planes and depth, as well as colour saturation and placement.


I then moved on to developing the prop more. I experimented with a different technique by making a quick sculpt in ZBrush and tried rendering the metal in different styles. Across this project, I wanted to explore different ways I could incorporate 3D into my 2D concept workflow. Metals are quite complex materials to paint, which is why I experimented with metals in 3D – making better use of my time. As this was also meant to be an in-game asset, I needed to be able to predict how a certain metal would look like with proper lighting, and which parts of the staff needed a different material for best contrast.

Once I figured out the most optimal shade of gold on Maya, I wanted to incorporate more red into the design of the staff to tie the two designs together. I did this by adding torn rags, that would also add to the graceful movement Matramara will have in-game. Adding lots of flowing fabric gives a sense of ethereal or other-worldly movement, similar to a ghost. I also added some dried blood splatters and weathering to enhance storytelling. In this world, Matramara has been battling her nemesis for thousands of years, therefore her weapon should reflect that. Out of these 4 iterations, I find that C and D are more successful designs for a game because the bright red sash draws attention to this weapon, allowing the player to focus on the enemy’s coming attacks.


Once I was satisfied with my chosen design, I moved on to my stretch goal: an illustration. One of my favourite illustrators, Deiv Calviz, often incorporates 3D in his workflow to ensure consistent perspectives, volumes and lighting. I posed some models on DAZ 3D and then imported the posed obj models into Maya. On Maya, I then quickly blocked out set pieces, using primitives as a base and adjusting them to roughly map out volumes. Below are some compositions inspired by some thumbnails I made earlier in the project.

I like A1 and A2 because of the dynamic camera angle. However, the lighting felt too plain. Also, this is meant to be an indoor setting and the lighting situation looked like it was outdoors. Set A overall just didn’t showcase the drama and character personality. Between the two sets, set B felt more successful. The lighting reflected the drama I aimed to achieve with this illustration and the placement of the two characters better portrayed the balance. The female figure towers over the male figure, symbolising her strength and importance. The poses of the characters in B also tell the audience a lot more about their personalities – the male figure shows his serious nature by posturing himself for battle, while the female figure is more relaxed, she thinks too highly of herself to fear such a small opponent.

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Spiritforged – Weeks 12 to 15

Once I began to render, I decided to check in with my mentor to see if I’m missing something important. His notes coloured lime green and blue highlighted a few details I missed. Firstly, I never refined my sketch so I completely missed establishing a proper ground plane. My mentor’s noted pointed out how the train of Matramara’s dress didn’t follow a convincing perspective and advised me to apply a ground plane to my other projects moving forward. We discussed how important ground planes are because they are key to depicting depth and space. His next critique for me was that my forms needed to be clearer through the use of lighting and lines. Here, the belly’s value was far too bright. We discussed toning it down and adding a more focused specular to show the direction of the light source. For the armor pieces, my lines could have been utilised better to define the forms of the body. My last bits of feedback for this was to add more points of interest in high-detail areas.

This was my response to my mentor’s discussion. Painting with depth and space in mind really helped bring my artwork closer to my vision for the outcome. Though there are still some aspects that need to be refined, I feel like this piece is starting to come to life.

With that, I also began designing a prop for this character. This character is a mage so she needed a prop to convey that idea clearly. I explored by taking elements of her dress and translating them into parts of a staff. Overall, I like the shape language and patterns, but I felt that the top piece was too large and would take the attention away from the character’s face. I got a little carried away with the top piece so I needed to reign it back a bit. Otherwise, I felt that my designs were quite interesting and matched the character well.

Looking into props, I made a quick blockout of the Soulfore Blade for me to paint over later. During class, I learnt that utilising 3D was a much more common thing to do nowadays in concept art since it greatly cuts work time by ensuring consistent perspectives.

This is the update for the character illustration. I further refined the lighting situation on the belly, referring to my fundamental light and shadow studies since the form of the belly is essentially a sphere. I also found that I needed a pop of colour to draw the eye closer to the focal points. I decided to use a bright red on the crown and also the chest piece. Adding a pop of red really adds more life to the design because otherwise, she would be mostly grays and gold, which is a very uninteresting palette. I noticed this issue while I played Elden Ring. Elden Ring has a mostly washed-out palette, which makes bright colours pop out and feel more vibrant – which my character lacked beforehand.

Having not painted in a while, I realise that I’ve forgotten to apply key artistic fundamentals such as perspective and lighting. This made me realise that I need to practice my fundamentals more frequently by doing studies or consciously applying it to work more often.

I reworked the staff design to act more as a supplement to the character. I sized down the top piece and simplified a few elements.

Overall, I feel like I got back into the groove of painting and rendering. My mentor told me to read the series ‘How to Think While You Draw’ so that I can remember more of my fundamentals while I work. During this section, I learnt that I need to be more conscious while I paint, because I do know my fundamentals, but I need to be thinking actively to apply it to my work. I always thought that art was just fun, but learning about all of this made me realise why art is a job – it’s because it takes a lot of mental strength and willpower on top of raw skill to take fundamentals and use these tools to solve complex problems.