
Fig. 05
I continued by modeling the other body parts, pieces which completed the armor and, lastly, the sword. This brought me to the end of the modeling process (Fig.06).

Fig. 06
Rigging
The next step was put him in a pose and to make some tests with shaders and textures with the final lighting scene.
I wanted a pose with strength that showed his personality and I just used Character Studio to make the rigging and to give him the final pose for the scene (Fig.07).

Fig. 07
Textures & Shaders
The only textures that I needed to create were for the eyes, face and Zero's logo.
In terms of the shaders, I didn't want to draw too much attention to armor brightness; I just wanted some reflection so that it wasn't totally opaque and so that it contributed to the beauty of the scene. While the original concept didn't have any reflection, I wanted to try and show my own interpretation of the character by making changes like this.
I separated some shaders that corresponded with the red and green armor parts (Fig.08). For the face shader I created something simple, but which gave a good skin impression (Fig.09). On the cloth parts, I used a simply V-Ray material with the diffuse color and no reflection.
For the sword base, I used a gold material. Again, this was different from the original concept, which used a simple yellow, and was another chance for me to develop my idea. For the sword itself, I used a vraylight material.

Fig. 08