[WIP] 2026 Reallusion 3D Character Contest - Vera - Rafael Benedicto

Hello!

I started working on this original character last April. I previously made a prototype of her in 2019, but I scrapped it in favor of this design.

Here’s my ArtStation blog posts for this entry:
https://www.artstation.com/blogs/sgthk/PQMzz/project-vera-part-1
https://www.artstation.com/blogs/sgthk/BdYqd/project-vera-part-2


She began as a concept art a long time ago, inspired by the Philippine Eagle. A 2D cartoony sketch is a decent starting point, but the real challenge is figuring out how to make that design actually move and bend in 3D.

As for who this character is: She is an aerial mercenary and the main character in my own Aero-Punk universe.


I started by quickly finalizing her body in Character Creator 4. Then I made the initial blockout of her design in Zbrush.

I sculpted the rough shapes of the armor first. I wanted to lock in that sharp, bird-of-prey look before cutting it up into individual metal pieces.

I made sure to closely-follow the profile of the Philippine Eagle’s deep-arched beak, while still allowing myself the freedom to play with the curvature and aesthetics to make the design fit around her human head.

However, after the initial blockout phase, I spent the next couple of months just working on her backend rigging mechanics.

I spent an entire month designing prototypes of her most important feature, the wings.

Project: VERA - Wing Prototypes and Initial Rigging Blockout

Then the next step was designing how the wings are attached to the body. Giant metal wings usually cause huge problems in 3D characters because they clip right through the character’s shoulders. Instead of directly attaching the base of the wings to her back , I created a design that would have the wings be suspended from the body – similar to how a SteadyCam works. I call it a Kinetic Standoff Chassis.

Project: VERA - Kinematic Standoff Chassis Design

This design creates a suspension system that absorbs the stresses from the wings’ movements. And since the chassis connects to the body on 4 points (2 on her upper back, and 2 on her hips), this distributes stresses across her entire back instead of having them concentrated on one small area.

Afterwards I worked out the rigging for the distinct “mane” of feathers seen on the actual Philippine Eagle, only with Vera’s helmet the feathers are actually advanced sensors that can flare out or tuck in.

The next thing I did were her arm weapons. On her left arm is a double-barreled machine railgun, and on her right arm is a plasma blaster and a grapple.

Project: VERA - Arm Weapons Modeling, Rigging, & Animation Test

I then redesigned the entire wings again, and settled on a 4th and final design. Both the backend engineering (the rigging) and the frontend aesthetics are now much cleaner and more elegant.

Project: VERA - Wings Final Modeling, Rigging, & Animation Test

Next was her leg talons. I’ve previously blocked out and rigged their basic shapes a month earlier. Then it was all the matter of refining and replacing the simple shapes with the actual mechanical parts that allow the talons to extend and retract effortlessly.

Project: VERA - Leg Talons Modeling, Rigging, & Animation Test

After the talons, I finished off her feet and did another animation test.

Project: VERA - Feet Mechanics Modeling, Rigging, & Animation Test

The latest part I’ve finished modeling is the triple-vented thruster system on her back. They’re on a ball-mount, so they can pivot around in the X and Y axes.

Project: VERA - Main Thrusters Modeling, Rigging, & Animation Testing

I’m pleased with the progress so far. The next part I’m gonna do is refining her helmet. I already rigged the metal “feathers” on top. Now it’s just a matter of replacing those blockout shapes with the final meshes.

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Before I get back to the helmet, I had to finalize her face first

ArtStation Blog Entry: Project Vera Part 3

I initially wanted to give her dark brown hair. But I decided to go with blonde so that her hair would blend in better with the golden metallic mane of her helmet.

To preview how the armor would look on her, I simply imported a low-poly decimated version of her blocked-out armor into CC5, with the helmet mane imported separately so I could apply a different material to it.

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Nice!

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I finished modeling and rigging the mechanics of the helmet.



So far, I’ve now done her wings, back thrusters, helmet, arm weapons, and her lower legs and feet. I’ve even finished sculpting her hand. Next will be to work on her chest and shoulders.

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I believe I’ve finally set the aesthetic and functional details of the design. The next step I need to do is work on turning the sculpted parts into hard-surface meshes. Then after that it’s gonna be detailing the organic flexible parts.








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I’m quite satisfied with how the hard-surface parts turned out. I’m ready to start detailing the soft flexible parts.

Follow up on the progress through my ArtStation Blog as well: https://www.artstation.com/sgthk/blog














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I’ve finished figuring out the details of her soft parts in-between and underneath her hard plates. I’ll have a go at another detail pass on the wings, before I’ll move on to retopology, UVs, and map baking.





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Ok the deforming parts have been retopologized and their maps baked. Next up will be unwrapping the hard-surface parts and prepare everything for texturing.




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Everything has now been unwrapped and ready for texturing.




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