Pratim Mondal shared with us his process to create a project inspired by Keanu Reeves in The Matrix, discussing the hand-sculpting he used to create the leather clothes with folds, wrinkles, and damage to achieve a realistic look.
Introduction
Hello, I'm Pratim Mondal, a 3D Character Artist with 4+ years of experience in the gaming industry. My passion began in childhood through animated shows, games, and superhero comics, which led me to start drawing characters early on. I didn't know it then, but that was the start of my artistic journey.
After school, I initially prepared for Fashion Design (NIFT/NID) but eventually chose the 3D art path and joined MAAC Delhi in 2018, which completely changed my life. Learning tools like ZBrush and Maya was challenging but exciting, and I fell in love with 3D character creation.
In 2020, I started my career at Exigent (New Delhi) as a Jr. Character Artist, and later moved to Little Red Zombies Studio, Hyderabad, where I'm currently working as a Character Artist.
I've always been a huge fan of Keanu Reeves and The Matrix. Fun fact: the first film was released in 1999, the year I was born. About 10 years later, I rewatched it and was blown away by its creativity, visual design, and storytelling. It instantly became one of my all-time favorite movies. Since then, I've always dreamed of recreating Neo in 3D, but never really got the opportunity until now.
Inspiration
Character art has always fascinated me, but I also see it as one of the most challenging disciplines. For me, the hardest (and most important) part is capturing the true essence and personality of the character, not just the likeness. Still, it's incredibly rewarding.
With every new project, I learn so much and immediately feel excited to start the next one. I've also been lucky to have talented friends and fellow character artists who constantly give me valuable feedback and support. Thank you guys, it truly means a lot!
This project officially started when I saw a post from Adan (Digital Human Studios) looking for a collaboration on the main character from The Matrix. I jumped at the opportunity! And I began by gathering tons of references, some from events and photoshoots, but most from the film itself, since that was the primary focus. I even rewatched the movie twice and selected a specific moment as my main reference for pose, damage, and overall mood.
Modeling
I started the project by building the base body, focusing on accurately capturing Keanu Reeves' anatomy and clothing as seen in the movie. Once the body was in place, I made the clothes in Marvelous Designer and imported the low and high-poly clothing from Marvelous Designer into Maya and projected the simulated fabric details. In ZBrush, I added thickness using Edge Loop, and then went through a major cleanup and refinement phase, adjusting each separate piece using Morph Targets and ZModeler to fix any issues.
After that, I moved on to hand-sculpting the outfit, enhancing it with folds, wrinkles, and damage to give the leather and fabric a realistic, natural feel. I created the accessories, boots, and guns directly in ZBrush as well. Since there weren't many reference images available, I had to rewatch the movie multiple times to gather accurate details, especially for the boots and accessories.
Once the high-poly sculpt was complete, I created the retopology (low-poly) in Maya, making sure to preserve the silhouette and key details as closely as possible. Finally, I unwrapped everything in Maya, without stressing too much about texel density at that stage, but still keeping in mind how I wanted the textures to tile and be organized later.
Baking & Texturing
For baking, I used Marmoset Toolbag, as I find it extremely fast, intuitive, and reliable for clean bakes. For the texturing phase, I worked in Substance 3D Painter, which is my go-to software and consistently delivers great results.
I started with leather smart materials for the coat and boots, then layered custom paintwork on top to stay faithful to my references. My goal was to make every piece of clothing and accessory look as true to the movie as possible, both in texture and mood.
To sell the realism, I added dirt, sweat, and sun-bleached areas on the shoulders and exposed surfaces, especially where battle damage or environmental wear would naturally appear. For the fabric parts, I created simple base materials, then built up curvature, dirt, and damage layers for extra depth and storytelling.
I also baked an ID map from my ZBrush polypaint, which helped me quickly isolate and paint the darker seams and lines on the coat and pants. I followed the same workflow for the t-shirt as well.
In the end, I decided to render directly inside Substance 3D Painter, because the lighting and overall vibe matched the film's look perfectly, and I really loved how it captured the character.
Conclusion
This project took me about one month to complete in my spare time. I'm really happy with the final result, although as artists, we always feel there's room for improvement. Throughout the process, I learned a lot, and the biggest challenge was achieving a truly realistic look, which is always the hardest part of character art.
For beginner character artists, my biggest advice is this: Work on personal projects that genuinely matter to you. When the subject is meaningful, you naturally stay motivated, consistent, and efficient.
Also, never be afraid to ask for feedback, especially from people you admire or experienced artists who understand the craft. Their input is incredibly valuable. They'll often point out things you would never notice on your own (or find just by Googling!).
In today's world, creating, learning, and sharing your process isn't just good for your portfolio, it's also good for you as a person. Struggling and failing are not setbacks, they are proof that you're growing. Every challenge means you're leveling up as an artist, and that kind of growth is something no one can take away from you.