Wolf
Son Hoang
Character Artist
Introduction
Hi my name is Song Hoang.
Project
WOLF is a piece of artwork I created with my team at Two Fingers, inspired by the game God of War.
This character embodies strength and primal ferocity, seamlessly blending Norse mythology with a rugged warrior aesthetic.
Every detail, from the armor to the scars, is crafted to convey power and resilience.
Goals
The goal was to design a highly realistic character with AAA quality for our portfolio at Two Fingers.
This piece showcases our commitment to excellence in 3D design and underscores our expertise in producing top-tier, industry-standard creations.
Software
- PureRef
- ZBrush
- Maya
- GS Curve Tool
- 3ds Max
- Substance 3D Painter
- Marmoset Toolbag
References
The artwork is the result of blending traditional Norse mythology with a contemporary approach to character design.
We were heavily influenced by the epic narrative and visual style of games like God of War, particularly in the depiction of larger-than-life warriors with rich backstories and intricate details.
In designing this character, we sought to capture a balance between realism and fantasy, adhering to AAA-quality character design principles.
The character’s pose and the dynamic flow of their clothing suggest movement and action, while the facial expression conveys determination and wisdom—qualities often attributed to legendary heroes in Norse sagas.
Cloth & Accessories
All the clothing was initially blocked out and meticulously detailed in ZBrush, with each element carefully crafted to perfection.
Accessories were first blocked in Maya before being exported to ZBrush for fine detailing, ensuring that every piece contributed meaningfully to the overall design.
Face & Hair
The face, hair, and beard were blocked out in ZBrush. During this step, we only used standard brushes such as Clay Build-Up, Move, and Dam Standard.
We avoided going too deep into detail at this stage.
Details, including pores, scars, and wrinkles that convey the character’s personality and realism, were added later.
After blocking out the hair and beard in ZBrush, we transitioned to Maya for detailing using GS Curve Tools and hair cards.
Each strand was carefully arranged to ensure a natural appearance and dynamic flow.
Texturing
For the texturing process, we used Wrap 4D to bake the albedo skin textures from the scan data file before moving on to the next step in Substance Painter to achieve a high level of realism.
Each material, from skin to armor, was meticulously painted with careful attention to detail, incorporating subtle signs of wear, scratches, and dirt to enhance the story and depth.
Advanced layering techniques were used to ensure precise color, roughness, and metallic properties, bringing the character’s surfaces to life with vibrancy and realism.
Rendering
Rendering played a crucial role in bringing WOLF to life.
We focused on establishing a dark tone to align with the warrior concept inspired by God of War, while ensuring all the details remained clearly visible.
The lighting setup combined a basic 3-light system—key, rim, and fill lights—with additional detailed lighting and HDRI to enhance both the atmosphere and realism.
This multi-light arrangement highlighted the character’s textures and features while preserving the dramatic and gritty mood of the concept.
Conclusion
In conclusion, we would like to extend our heartfelt thanks to everyone who brought WOLF to life.
It has been an incredible journey working alongside such a dedicated team at Two Fingers.
Feel free to contact us on ArtStation.
Thank you.