Nemesis

“Nemesis” began as a passion project in 2021, drawing inspiration from iconic cyberpunk themes, especially “Ghost in the Shell.” The early R&D phase focused on exploring dystopian aesthetics, cybernetic enhancements, and neon-lit worlds. Initial sketches captured the character’s complex persona—a blend of human and machine—while mood boards helped shape her futuristic look with references to sleek metallic textures and futuristic weapons. Early concepts evolved as technical challenges guided the design towards a refined mix of gritty realism and sci-fi style.

As the project progressed, Nemesis transitioned from 2D sketches to detailed 3D sculpting, bringing her to life with advanced materials and texturing techniques. The turntable renders capture her standing in a hero pose in neon-drenched streets, evoking the spirit of classic cyberpunk worlds. This character isn’t just a design; she represents a journey of growth, late nights of iteration, and a deep dive into a world where technology and humanity collide.


Year:May 5, 2021Production:Personal projectDuties:Concept, Art Direction, Graphic Design

The Nemesis concept art showcases some early ideas and the evolution of the character "Nemesis" blending human and sci-fi elements. These early sketches emphasize the intricate exosuite features, shapes, sleek metallic accents, highlighting a gritty yet futuristic aesthetic. The pieces evoke the essence of neon-drenched dystopias, inspired by works like Ghost in the Shell. They explore themes of identity and technology, with dynamic poses and detailed textures giving life to the character’s complex persona. These initial designs reflect a robust foundation for the final 3D visualazation.


Initial Concept Art


While staying true to the cyberpunk theme, the character underwent significant evolution from the initial concept art to the final 3D realization. Early designs featured a bulkier exosuit with heavy armor plates and muted colors, which, though visually compelling, felt too restrictive for the character’s sleek and agile persona. Through the iterative process, the exosuit was refined into a slimmer, more ergonomic design, allowing for greater movement while retaining its futuristic, high-tech aesthetic.

Additionally, the neon green accents were originally minimal, limited to small accessory highlights. However, during development, they were expanded to create a stronger visual impact and better tie into the character’s weapons and accessories. This decision added a sense of cohesion and visual energy, making the character stand out against dark, moody cyberpunk backdrops.

The hairstyle also saw notable changes. The initial concept included a more traditional long ponytail, but it was ultimately replaced with a half-bob haircut, lending the character a more modern, edgy, and rebellious attitude. Similarly, her weapons, originally designed as standard pistols, were upgraded with green laser emitters, giving them a more futuristic and dangerous edge.

Technical Approach


The character was built in Cinema 4D, starting with a DAZ model as the base mesh to ensure accurate anatomy and proportions. The skin shader was fully developed in Octane Render, utilizing high-quality photographic scans for texture projection. This process captured every microdetail, from subtle pores to fine wrinkles, ensuring the skin achieves unparalleled realism under various lighting conditions.

The exosuit materials were carefully crafted to balance reflective metallic surfaces with diffuse elements, blending functionality with aesthetics. Lighting was meticulously calibrated in Octane to highlight the interplay between reflective and glowing materials, while maintaining a cinematic feel.

The weaponry and neon green accessories were developed with an emphasis on emissive shaders, enhancing the character’s futuristic vibe. Additional iterations included adjusting the weapon glow intensity and neon highlights to ensure they complemented the overall design rather than overpowering it.

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