The Windwalker - Character Art

Blender, Maya & Unity - Spring 2024

The Toyen, Makobii and Monster models at different process stages.

The "Windwalker" project, made for SFU's Narrative & New Media course, saw me as the character artist for a team of 4 adapting a script into a game.

I designed and modeled the protagonist, Toyen, his spirit partner "Makobii," and a monstrous version of it - going through iterative sketches and sculpts to design, and then retopologizing, unwrapping, texturing and rigging them for the final models.

Team: Wallace Chau, Dominic Irawan, Merritt Lum, Aden Trathen

Original story by Abbey Perley & Dylan Tse

Two messy sketch designs of the Makobii.
Messy concept sketches of the Makobii.

Molding the Makobii

The most challenging to sculpt was the Makobii, who we wanted to have a laid-back but tense posture, and balance a devouring mouth with a ball-like, almost cute silhouette. Several major, unexpected design questions when doing sculpt iterations:

  • What should the anatomy look like? How do I shape a mystical, spirit-like creature while maintaining a sensible body structure?
  • How big should the main storytelling elements - its mask, fur and mouth - be?
  • How do I design for its normal hunched, ball-like pose while modeling in a standard, easy-to-work-with A-pose?
Sculpt iterations 1 through 3 of the Makobii, with changes marked.
Sculpt iterations 1-3.

Loose iteration

Doing early, experimental sculpts, I first opted for ethereal, snake-like forms (1), but it felt too pointed and hostile, with body structure unclear.

I began rounding things out, and adding *just* enough structural landmarks (2 & 3), but proportions–especially its head–still felt distinctly off.

The Makobii sculpted directly in its hunched, ball-like pose.
Test sculpt of the Makobii curled up.

So, I tried something new–instead of *assuming* what would look best in its ball-like, main pose, I tried sculpting that directly. Luckily, this paid off in spades–it helped me realize that the head should be much smaller and tucked in, the legs much longer and thicker to emphasize its hunched, observant pose, and hands added for expression, and provided proportions I could measure and transfer to the final iterations (4 & 5).

Sculpt iterations 4 and 5 of the Makobii & the final model.
Final sculpt iterations & final model.

This let me capture the character’s unique energy: unknowable and tense, but tempered, jaded and mystical. More widely, it showed me value in both careful measuring and experimentation in the sculpting process which I hadn’t seen before.

However, looking back, this process clearly could've been shortened with a stronger understanding of shape theory & more refined sketches to work off. Translating and sculpting characters to 3D will always reframe a design and require adjustments, but it's clear I went into the process too quickly & somewhat directionless.

Project Gallery

Monster Makobii shifting from wireframe to shaded.
Monster Makobii
"Weathered" Makobii
Toyen - Protagonist