Sculpting a Dark Fantasy Character with Clockwork Elements & Religious Imagery
Kang Jeong discussed the workflow behind the CLOCK SAINT project, explaining how he sculpted the character by dividing it into four sections and detailing how he managed the Metallic and Roughness values in the materials to achieve the religious look.
Introduction
Hi, I'm J Kang (Zheng Qiang), a freelance 3D Character Artist from China, currently living and working in South Korea. I became interested in 3D art as a student after discovering the game art competition Dominance War. The winning works left a strong impression on me and led me to study CG art more seriously. I later entered the industry and have now been working in the field for around 15 years.
I enjoy creating dark fantasy characters with strong themes and a sense of story. I often study classic fantasy films such as The Lord of the Rings for composition, lighting, and atmosphere, and play Soulslike games such as Elden Ring for their visual direction and storytelling. I also regularly collect references from Pinterest and ArtStation to expand my visual library.
CLOCK SAINT
I had always wanted to create a more narrative-driven piece, so viewers could sense a story through the character itself. Before starting production, I usually define a clear theme for the project. I wanted this one to come from familiar everyday elements that could still fit naturally into a dark fantasy world. While looking for inspiration on Pinterest, I was drawn to clocks, gears, and mechanical structures.
They matched the visual style I wanted and made me think of time, imprisonment, and obsession. I then connected these ideas with crucifixion imagery and its associations with sacrifice, suffering, and sainthood. These separate influences gradually came together and formed the concept of CLOCK SAINT.
References
Once the theme was clear, I had a much better idea of what references to look for. I mainly collected images of clocks, gears, classical machinery, religious sculptures, and crucifixion imagery on Pinterest. I studied these references, mentally recombined different elements, and gradually formed a rough silhouette for the character.
I then moved directly into the rough sculpting stage in ZBrush, using ZSpheres, simple geometry, and basic assets to quickly build the main structure. I don't always finalize the design before production; many ideas develop naturally through rough sculpting and combining different elements.
Once the overall direction and silhouette were clear, I divided the character into four main sections: upper body, lower body, head, and arms. This made the project easier to manage and allowed me to refine each section step by step.
Sculpting
During sculpting, I frequently use ZBrush's built-in IMM brushes. Spheres, cylinders, and other simple low-poly assets are useful for quickly building base meshes. For repeated structures, I prepare reusable base models or turn them into custom IMM brushes to reduce repetitive work. Many of the mechanical hard-surface parts were also built from simple meshes using ZModeler. Keeping a library of editable base meshes is another important way I speed up the workflow.
All modeling and final sculpting for this project were done in ZBrush. After finishing the high-poly model, I prepared the final render meshes using decimation or ZRemesher. Since the project focused more on the final design and visual presentation, I did not do strict game-ready retopology.
I then unwrapped the UVs in RizomUV, baked the maps in Marmoset Toolbag, and textured the model in Substance 3D Painter. Finally, I assembled the scene, set up the lighting, and rendered everything in Blender using Cycles, which gave me the lighting and overall look I wanted.
Texturing
For texturing, I first baked the basic maps in Marmoset Toolbag, including Normal, Ambient Occlusion, and ID. I then imported the model and these maps into Substance 3D Painter, where I generated additional mesh maps such as Curvature and World Space Normal. I used these maps as the basis for the final texturing work.
For the material design, I wanted the character to feel like an ancient sculpture or religious relic, so I mainly used four materials: gold, black iron, bronze, and stone. Gold was reserved for the main focal areas, black iron and bronze for the mechanical structures to add depth and contrast, and stone for the character's primary form.
The ribs, arms, and robe share the same stone material, with Metallic close to 0 and relatively high Roughness for a rough, matte look. Using the same material across these forms helps the character feel like a single ancient sculpture. The thorn crown and clock halo use gold, with Metallic close to 1 and lower Roughness to create clearer, brighter reflections and draw attention to these focal areas.
The remaining gears, mechanical parts, and arm joints use bronze and black iron. Both are highly metallic, but I separate them through color, roughness variation, edge wear, and dirt. Their reflections sit between the gold and stone, creating a clear material hierarchy.
In the Metalness PBR workflow, Metallic and Roughness work together, but I paid particular attention to Roughness because it strongly affects how materials are visually distinguished under the same lighting. I gave gold, stone, black iron, and bronze distinct Roughness ranges, while also adding variation within each material to create a clear hierarchy.
Using the bronze gear as an example, I built the material from a simple base and gradually added complexity through color, roughness, wear, dirt, and hand-painted details. I first created a base metal layer to define the Base Color, Metallic, and Roughness, giving the gear its basic bronze appearance before adding further surface variation.
Next, I added a Dirt layer affecting both Base Color and Roughness to break up the uniform surface. I used a Dirt texture in the mask and sometimes added a subtle Height variation for slight surface depth. I then added a Light layer, mainly affecting Base Color, using the Light Generator to create directional color variation and volume, with some manual Paint adjustments.
For Edge Wear, I used the Metal Edge Wear Generator with the baked Curvature map to detect edges and add controlled color variation and wear.
I then added separate Curvature and Ambient Occlusion layers. The Curvature layer uses the baked Curvature map, adjusted with Levels and inverted when needed, while the AO layer uses Mask Editor with the baked AO data.
Both mainly affect Base Color and Roughness, adding color buildup and roughness variation around recesses, edges, and structural intersections. For Base Color, I usually set these layers to Multiply.
Finally, I add a Paint layer to strengthen color buildup in recessed areas and improve separation between forms, then use Blur to blend the strokes more naturally. For hard-surface materials such as gears, I sometimes add a Passthrough layer with a subtle Sharpen filter to enhance overall clarity.
I keep the effect restrained and control it through the filter strength or layer opacity. After the textures are complete, I make final material adjustments based on the lighting and scene in the final render.
Assembling the Final Scene
I assembled the final scene in Blender and kept it relatively simple so that every environmental element would support the character. Besides CLOCK SAINT itself, the scene mainly consists of a textured ground plane, a background setup, a fog plane behind the character, lights, a camera, and floating dust.
For the background, I separated the environment lighting from the camera-visible background. The HDRI provides the overall ambient light and reflections, while the camera sees a smoky backdrop I created in Photoshop. Using the World Shader setup, I could keep the HDRI lighting while displaying a custom background that better matched the project’s atmosphere.
To create softer atmospheric separation between the character and background, I placed a transparent fog plane behind the character and used material nodes to give the fog a slow drifting motion.
For the main render, I used a frontal camera angle to give the character a monumental and solemn presence. I wanted a composition similar to a religious icon, with the clock ring forming a halo around the head. The head, chest, and pendulum create a clear vertical path through the center, while the large arms balance both sides and form a stable triangular silhouette, reinforcing the symmetry and stability of the composition.
I kept the scene free of excessive debris, using floating dust to add depth and subtle motion. The dust was created with Geometry Nodes by scattering points in a volume and instancing low-poly spheres, with Noise, Scene Time, random size, and scaling creating a slow drifting effect. I kept the environmental details restrained so the atmosphere supported the scene without distracting from CLOCK SAINT.
Lighting
I used five main lighting sources: an HDRI environment, Sun, Area, Spot, and Point lights. I usually start from an almost completely dark scene and build the lighting layer by layer. A low-intensity HDRI establishes the overall environment color, base reflections, and general lighting direction. I then add a Sun Light to brighten the whole scene and further unify the overall tone.
All directions here are relative to the character. A cool Area Light at the rear-right serves as the Rim Light, defining the silhouette and separating the character from the background. The Key Light comes from a Spot Light above and to the left, which establishes the main lighting direction and value structure. I then add two nearby Area Lights to refine the range, intensity, and local illumination.
Finally, I use Point Lights for small adjustments where needed. For example, if the mechanical ribcage or lower body feels too dark, I add local Point Lights to improve readability.
For this kind of local fill lighting, I sometimes use Blender's Light Linking. In the light’s Object properties, I can specify which models it affects, allowing me to brighten a specific area without changing the lighting already established elsewhere in the scene.
For post-production, I mainly use Glare and Color Balance in the Blender Compositor. Glare subtly enhances the glow around metallic highlights, especially on the clock ring and spikes, while Color Balance is used for final adjustments to brightness and overall tone. The post-processing is kept fairly simple, mainly to unify the final image and strengthen the visual focus and atmosphere.
For the animation, I created a simple loop for the pendulum on the chest. I used an Empty as the control object so the pivot would sit correctly at the top connection, then animated its Rotation with keyframes. The pendulum swings about 10° to each side, with a brief pause at both ends to give the motion a more natural rhythm.
Conclusion
I spent over 200 hours on CLOCK SAINT, with around 80% of that time in ZBrush. Many design decisions were developed during sculpting, so I constantly refined the forms, structure, and hard-surface elements as the character evolved. The biggest challenge was maintaining the project over such a long production period.
Beyond the technical work, it required physical endurance, mental resilience, and many repeated decisions and adjustments while dealing with everyday pressures. The biggest takeaway was realizing that I could stay committed to the original direction, keep solving problems over time, and ultimately bring the idea to life. Completing a project of this scale without giving up halfway was an important achievement in itself.
My advice to beginning artists is to stay open-minded and humble. This field requires continuous learning, so developing strong learning habits and gradually building your own knowledge system is very important. Water only begins to boil at 100°C, but before reaching that point, there may seem to be little visible change. I hope beginning artists can keep going through those quiet stages with no obvious reward until they eventually reach their own breakthrough.