Character material design
Among the games and films I have played and watched, there are quite a few works that have left a deep impression on me in terms of their artistic style. These works all possess a unique and highly stylized artistic design language that runs through the entire world view. The game “Dead Space” is precisely such a work that has left a deep impression on me. The somewhat terrifying character designs in it have a strong visual impact. The flesh and limbs of the monsters are perfectly integrated, creating one aggressive and distorted crazy monster image after another. And this kind of image is exactly what my character needs. As the outcome of a biological weapon design project, it has a fusion of flesh and blood appearance similar to exposed skin, and a segmented exoskeleton system like that of arthropods. Therefore, I referred to a large number of original artwork sets from “Dead Space” to redesign and paint the appearance of the experimental subject 1942.

After determining the art style, I began to redesign the materials of the character in Substance Painter. Experimental Body 1942 has distinct arthropod features, so I designed a texture similar to snake scales on its skin surface to highlight the cold and hard bone texture of its skeleton.
One of the most prominent features of Experimental Body 1942 is the huge gaping mouth running through its body. Therefore, it is also one of the key areas for material emphasis. I referred to the similar decayed flesh depiction of monsters in Dead Space and used dark red, highly raised materials to depict the soft tissue of the monster’s mouth, achieving a satisfactory result.


I drew inspiration from many natural animals, such as the antlers of moose, the scales of lizards and snakes, and the joints of arthropods, aiming to create a monster image that is as realistic as possible, as a product of the genetic fusion project. The picture below shows the overall effect:

Like a zombie deer 🙂