Sampo Rask created a set of three characters inspired by the idea of a team-based multiplayer water fight game. Here, he runs through the modeling methods and techniques he used in ZBrush and Blender to create this fun image.
This article goes through the process of creating a character in ZBrush, with various hard-surface props made in Blender.
For a long time I wanted to create a character that would fit into a FPS or third-person shooter game. But I've seen my share of the generic video game soldier models, and I wanted to create something original.
I imagined what character classes would look like in a team-based multiplayer water fight game. The plan was to create one of the characters and then decide whether I had time for the other two, but right after I finished the Engineer I knew I had to make all of them! On top of being a fun project I took this as a chance to practice creating different body types.
The final characters in the Water Fight Strike Force!
I began by loosely sketching the characters traditionally on paper. This was to get an outline for the characters' look and proportions. I feel most comfortable experimenting in 3D so I knew what I had on paper was in no way final – just a guideline and a reference to remind me of any ideas I had for the character. As you'll see, every character ended up changing at least a bit. For example, the Assault guy transformed along the way from having a Baywatch theme to something more ‘water polo' inspired.
The original traditional sketches that defined the three characters
I have a library of generic models with good topology, such as heads, ears, skulls, teeth, and whole bodies - some of which I've made myself and some that other artists have offered for free. Since I wanted to get a head start and focus on the sculpting, I decided to use one of the male base meshes from my library.