I do not plan to create character animation, so I approached the character’s body using a modular sculpting workflow. I used pre-rigged character assets to pose the figures in Maya, then imported them into ZBrush. From there, I extracted the parts I needed and further modified them to fit the design.

I envisioned the character in a seated pose, holding a knife and scissors while dissecting a corpse. The brother’s head hangs limply to the side, his facial flesh frozen into a bitter, strained smile—an unsettling and spine-chilling sight.


