Artist Benchmark/Reference
For my benchmark and artist references, I decided to look into a game with interesting creature designs; specially with Baldur’s Gate 3.


Maxime Ponslet (2024) Yurgir Concept – Baldur’s Gate 3 [Digital art]. Available at: ArtStation – Yurgir Concept – Baldur’s Gate 3, Maxime Ponslet (Accessed: 23/02/2025).
For the Yurgir concept art, I enjoy the use of anatomy in creating this very rectangular, very self-contained and sturdy shape in character to emphasise the character’s strength, with use of spikes in the horns, arm plate, etc to also push the dangerousness of this character. I’m interested in how the artwork has more detail on focal points of the character, while less detailed/textured on other aspects (comparing his chest to his legs, or the gold chains on his cape for example); a technique I see common on some character concepts which I’d like to try to successfully apply in my own refined art. What interests me the most in this art is the texturing of the skin with the bumps and small spikes, which I’d want to apply to my refined artwork as well whether through use of specific brushes or photo bashing.

Tan Bur-Ci (2024) Meazel [Digital art]. Available at: ArtStation – Meazel, Tan Burci (Accessed: 23/02/2025).

Tan Bur-Ci (2024) Shadow Mastiff [Digital art]. Available at: ArtStation – Shadow Mastiff, Tan Burci (Accessed: 23/02/2025).

Tan Bur-Ci (2024) Meenlock [Digital art]. Available at: ArtStation – Meenlock, Tan Burci (Accessed: 23/02/2025).
One of the elements I enjoy a lot from Tan Bur-Ci’s works is the strong use of posing, particularly in the meenlock 3D sketch giving both this look of a predator getting ready to pounce but also freaky bug-like look to the creature which strengthens the creepiness and inhumanness of the creature. I’m interested in strong use of wrinkles and prominent muscles, showing strong knowledge of anatomy, in the 3D works, something I’d like to possibly include in my 3D work for my creature. For some of the 2D works of Tan Bur-Ci, I can notice use of photo bashing for the textures of the characters; a technique I’d like to try to apply for my refined artwork.
Development







The design itself was heavily inspired by the Hinox enemy from Legend of Zelda: Breath of the Wild/Tears of the Kingdom.

Additionally, the design was also based on the Hickory Horned Devil Caterpillar, with the horns in particular.



I was inspired by the design of the Twin Chefs from Little Nightmares (specifcally the fat folds on the face) when designing the fatty neck of my character. The fatty neck was also to resemble the original inspiration of a caterpillar.
Museum Trip





























We went on a museum trip to the Royal College of Surgeons of England. I tried taking as many photos as I could (unfortunately could not fit them all here) and did some quick studies on a variety of the displays.



Development cont.


Sculpting
For starting the sculpt, I decided to use a low poly base I found online (https://skfb.ly/6RJGv) and edited it quickly on Maya to only have the upper body.





With the help of a class lecture regarding anatomy, I found myself trying to fix this issue through different means. Zygote (https://www.zygotebody.com) proved to be useful in trying to identify and apply the muscles on my character.





Alongside that, I used Line of Action (https://line-of-action.com/practice-tools/app#/figure-drawing) to find images relating to arm/chest anatomy to do quick sculpting exercises with to try and better my understanding of the muscles and how to sculpt them.


























For the face, I used Nick Frost from Shawn of the Dead as my main reference. In the end, it’s not exact but I wasn’t too concerned with trying to actually replicate the face, and moreso just needed a face with fat to base upon.

















I received feedback from the teacher regarding giving my character a weapon, and after some discussion with my groupmate I decided to go with a wooden mace. I searched on Sketchfab for various different maces before choosing the one I thought to be most appropriate for a character based roughly in the Middle Ages.


Posing





Polypainting


Rendering




Final
