[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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Just a quick update from yesterday. I used a better UV packing method to improve texel density and reduce the necessary texture map count.



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Btw, I seriously forgot to name my ArtStation Blog entries to “2026 Reallusion 3D Character Contest - [your artwork name]” as per the contest rules. I’ve renamed them accordingly. I hope I don’t get points deducted from this!

I’ve also created a separate WIP post on my ArtStation portfolio:
[WIP] 2026 Reallusion 3D Character Contest - PROJECT: Vera


Blog Page

2026 Reallusion 3D Character Contest - Project: VERA - Part 1

2026 Reallusion 3D Character Contest - Project: VERA - Part 2

2026 Reallusion 3D Character Contest - Project: VERA - Part 3

2026 Reallusion 3D Character Contest - Project: VERA - Part 4

2026 Reallusion 3D Character Contest - Project: VERA - Part 5

2026 Reallusion 3D Character Contest - Project: VERA - Part 6

2026 Reallusion 3D Character Contest - Project: VERA - Part 7

2026 Reallusion 3D Character Contest - Project: VERA - Part 8

2026 Reallusion 3D Character Contest - Project: VERA - Part 9

2026 Reallusion 3D Character Contest - Project: VERA - Part 10

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I’ve now arrived at the most relaxing and satisfying part of the pipeline: Material Exploration. :relieved:

I’ve now locked down the look of the materials. Texturing the rest of her should be smooth sailing from here on out.

Whenever I do material explorations it’s a personal preference of mine to go from the feet up, instead of from the head down, to make sure the rest of her would look “grounded”.



ArtStation Post:
PROJECT: Vera

ArtStation Blog:
PROJECT: Vera - Part 11

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I just finished doing her torso. Next up will be her arms.




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EPIC stuff, man!

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Thanks!

Material Setup Sneak Peek

For those who are curious. Thanks to a UDIM workflow I literally just have 2 V-Ray materials for her entire suit:

1.) Armor Plates - Optimized for hard-surface parts
2.) Inner Suit - Optimized for deforming/flexible areas

And their node setup is extremely straightforward.

Each material features your standard PBR map channels (Diffuse, AO, Metallic, Normals, Roughness, Emissive). But here I also utilized additional channels to further control how light interacts with the mesh surfaces:

  • GTR Tail Falloff
  • Fresnel IOR
  • Diffuse Roughness
  • Sheen Color
  • Sheen Roughness

The linear grey values in these additional map channels are based on actual real-world physical data and serve to further differentiate the materials from each other (aluminum from titanium or steel, leather from polymer or rubber).



The real magic is in how I textured the parts in Substance Painter, which I will share “maybe” next time.

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Finished texturing her arms, arm weapons, and helmet. Also added a temporary hair object to help me visualize her actual hair for later.

I’m finally ready to start texturing her wings.


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Rendering her under different lighting conditions to demonstrate how all that materials research and texture work in Substance paid off.

The materials on her armor – military aircraft topcoats, zinc-chromate primer, anodized titanium-aluminum alloys, plasma-nitrided titanium, synthetic muscle weave, heavy polymer fabrics, satin-coated carbon fiber, even the heat discoloration on the titanium and Inconel thrusters – have all been dialed in to have the most physically-accurate light response in V-Ray possible.

Time to do her skin and hair next.











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PROJECT: VERA (August 17 Update)

I’ve worked on her skin shader, and through these lighting tests I can say she’s good to go for the next stage.

I decided to fully utilize the V-Ray ALSurface shader with custom maps for all its SSS colors and specular reflection lobes. In Substance I created 11 user channels to paint these custom maps and seamlessly export them with a custom template.







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