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Originally created for a Mass Effect-style challenge, Christopher Parnian went off brief to create this sexy, armored woman instead!


In this project overview I'm going to show you an overview of the workflow that I used for my Hunter model. I'll try to share the interesting parts about this project and I hope that you find what I say useful. Here are the sections I'll be covering:

1. Inspiration and Reference
2. Modeling
3. Textures and Materials
4. Lighting
5. Rendering
6. Compositing in Photoshop
7. Animation
8. Conclusion


I created this character for a challenge and the rule was to create a character that would fit into the Mass Effect universe, but I didn't follow that rule exactly! My character is very similar to Crysis's character, but a female version.

I knew from the beginning that I wanted to create a "sexy character in a nano suit and armor". I started by gathering references from various websites to complete my ideas. I watched some movies too, to help me find some inspiration. I think it's a good idea to collect references before going onto the modeling stage so you won't be confused later.

These are my inspiration and reference images


I intended to do the whole modeling process in 3ds Max and not to use any secondary or plug-in software. When modeling, I usually work on a base geometry in ZBrush, but this time I decided to use a different technique to help increase my ability.

Base mesh created in 3ds Max

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