Making a Space Girl with Blender & SP
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Those animations look amazing!! Great job!

Very cool review of the making of Spellbreak. Would be even more cool to see some videos inside UE4 showing how they do a few very specific things unique to them.

This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!

Making a Space Girl with Blender & SP
11 January, 2019
Character Art

Viktor Berendeev prepared a short breakdown of his character Space Girl made with Blender & Substance Painter.


Hello, my name is Viktor Berendeev, I am a 3D artist. I started studying this profession as a hobby about 4 years ago.  At the moment, I work at kefirgames studio.

Space Girl


I really liked the idea of Jun Wang’s sketch, so I deсided make it in 3D. Actually, I wanted to make only a gun at first, but it went further.

Body Elements

The body was sculpted in ZBrush: I usually start with a dynameshed sphere and build a head.


Then, I sculpt the body and polish the details.

For retopology, I usually use Blender, for baking – Marmoset Toolbag and texturing is done in Substance Painter.

For the body material, I plugged the textures I got from Substance Painter.

The head material is based on this tutorial.

Hard-Surface Elements

Armor and all the hard-surface elements were modeled in Blender: I used a polygonal modeling technique combined with the Boolean workflow. I used Hard Ops and DecalMachine which are is amazing Blender add-ons. I really recommend them for every Blender user.

For armor material, I chose the simplest way – principled BSDF shader.

Approach to Geometry

The technique I love to use is defining the shape with low res geometry: I mark the edges that need to be sharp, drop the bevel modifier for these edges (it is super easy with the HardOps add-on), then drop the subsurface modifier. As a result, I get smooth geometry with beveled edges which I can easily manipulate.


I grow the hair with Blender’s ParticleSystem, then render it with a material for the normal map.

After that, I render it in the same frame for color variation.

For the hair card, I used the material below:


For posing the model I made a simple rig in Blender.

The Pose library allowed me to experiment with different poses, save and combine them together.


Viktor Berendeev, 3D Artist

Interview conducted by Kirill Tokarev

If you found this article interesting, below we are listing a couple of related Unity Store Assets that may be useful for you:


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– “Space Girl made with Blender & Substance Painter”

– “The body was sculpted in ZBrush”


Character Art Program
Character Art Program
Character Art Program