Hey guys!
I’m finally happy to share my latest personal project: a real-time character study of Lagertha, portrayed by Katheryn Winnick in Vikings and inspired by the Barbarian concept from Diablo IV.
The main goal of this project was to deepen my knowledge of the character creation workflow, striving to improve every single aspect of the process.
I had the great opportunity to work on this model as part of
Georgian Avasilcutei’s mentorship – huge thanks to him for supporting me from the very beginning.
Special thanks also to
Piotr Zielinski and everyone from the mentorship communities who helped me along the way.
Software used:ZBrush – sculpting
Marvelous Designer – cloth creation
Substance 3D Painter – texturing
XGen (Maya) – hair
GS Curve Tool - for placing hair cards/clumps
Topogun - retopology
RizomUV - uvs
Marmoset – rendering/baking
Thanks for reading, hope you like it.
If you want to see more here is the ARTSTATION POST


Replies
Some stuff that might help: in this case the amputation doesn't help. It doesn't help the narrative of the character. The render at the top is pretty flat. There is no drama and it isn't very interesting to look at. The bottom render has some real potential except it has no silhouette with the cape. Kinda looks like a lump at sunset/rise.
The modelling I can see on artstation is pretty darn good as is the costume detailing. Study the work of people you admire to get some hints. Onto the next one!
Why the amputation doesn't help? and how do you think it would?
For a portfolio piece specifically, the stump looks like a shortcut, like the artist didn’t want to go through the effort of building a full appendage. Are they hiding an inability to make convincing hands?
If you really want to showcase an amputation, it might work better to style it to fit the era, making it a grisly end like would be more likely for a warrior with limited medical access. Beware though, a gross deformity can backfire, making the piece inadvertently off putting.