Primarettas project

Hi everyone!

This work not affiliated with Games Workshop, it’s a fanart and study project. I am not planning to produce and sell STLs of them, don’t ask.

Read this article for more detailed breakdown https://slipgatecentral.substack.com/p/primarettas-recap

Sharing my latest study/fanart project, “Primarettas”. Name coming from ‘Primaris’ marines by Games Workshop. Really liked the design, and tried to fit it onto a female body. 

The whole purpose of this project was to study generative AI tools, both 2D and 3D, and see how far they progressed over last 3 years since I first dabbed into Stable Diffusion. Short answer: pretty far.

I really wanted to see how latest workflows and tools can be applied to something more grounded, something more close to real production. I haven’t tried building anything serious yet, apart from various disconnected tests. 

Why female space marines? I love W40K universe, it is well known, and aesthetics are instantly recognizable. Huge art fandom. Trying something new nobody seen before is always more fun, especially if executed on a good level.

One may ask - what’s the goal of this? Well, it’s a visdev work, think of it as of a high level concept art. Neither 3D or 2D, new kind of mixed media that doesn’t have an established name yet. Character design information is stored in high-res AI renders, video turnarounds: all that can be reused indefinitely with AI tools. Main thing is that character base is built with 3D models, which keeps consistency in check and AI have less chance to break design in renders or animations. No need for optimization - we’re rendering static models, the only goal is to produce good looking, distinct shapes, so AI can read it without mistakes.



Next thing I really wanted to try, was the AI kitbash. I was looking at examples of this workflow back in 2025 but 3D generators were still too early. Right now they’re in a very decent state, at least for this kind of work. Haven’t tried low poly generations yet, will do later. Anyway, the 3D generators are really good for kitbashing 3D art, so much so I will never ever visit a stock marketplace ever again. We’re talking about dozens of hours of saved time on this particular project. I personally value this alot, as it allows me to spend more time on a larger vision and more importantly - body proportions, face, hair, all things important for character charisma.


I want to do a more detailed breakdown later, but If described briefly, workflow looked like this:



-start with base body and armor models


-find references, extract concepts in Gemini / NanoBanana Pro


-generate 3D kitbash in Tripo and Meshy.


-Add to Zbrush scene.


-Generate curvature mask in Zbrush


-Render in Toolbag with no

-UV curvature workflow.


-Use these renders for AI pass

-photorealism, damage, wear, etc.


-Use AI renders to compose scenes and animate with Kling/Veo
.

Please be respectful in comments, I know this is a controversial topic and I will gladly answer your questions, if they're polite. Thanks!

Since Artstation makes it REALLY hard to attach or upload videos to artstation posts, here are links to other places with videos of Primarettas:

https://www.youtube.com/playlist?list=PLX7dMyEiYPJEXgHruzZjiRcSoqaKrLG1G

.

https://www.tiktok.com/@slipgatecentral_art

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https://www.instagram.com/slipgateworks/

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Final turnarounds

This is what got me banned on Twitch for a day.

This is what got me banned on Twitch for a day.

Zbrush, base model that I will reuse for all girls.

Zbrush, base model that I will reuse for all girls.

Early AI render tests based on Zbrush screenshots.

Early AI render tests based on Zbrush screenshots.

Started small, I made concept for very few accessories just to get a sense on how 3D gen works.

Started small, I made concept for very few accessories just to get a sense on how 3D gen works.

Final Zbrush assembly with generated kitbash pieces.

Final Zbrush assembly with generated kitbash pieces.

Curvature mask in Zbrush

Curvature mask in Zbrush

Setting up materials in Marmoset, using no-UV workflow

Setting up materials in Marmoset, using no-UV workflow

Final Marmoset renders

Final Marmoset renders

Final Marmoset renders

Final Marmoset renders

Final Marmoset renders

Final Marmoset renders

Final Marmoset renders

AI overlay render based on Marmoset. Generated references of weapons.

AI overlay render based on Marmoset. Generated references of weapons.

Full body references to be used with AI animations.

Full body references to be used with AI animations.

Generated battlefield background

Generated battlefield background

Some early tests composing character on a generated background

Some early tests composing character on a generated background

Blood Angels girl, first Zbrush recolors.

Blood Angels girl, first Zbrush recolors.

Generated reference sheet, including persona.

Generated reference sheet, including persona.

Generated heads I used as base to sculpt over.

Generated heads I used as base to sculpt over.

Final design with head and face

Final design with head and face

Final design with head and face

Final design with head and face

Highlighting generated parts over my sculpted armor base.

Highlighting generated parts over my sculpted armor base.

Curvature masks in Zbrush.

Curvature masks in Zbrush.

Final Marmoset renders.

Final Marmoset renders.

Final Marmoset renders.

Final Marmoset renders.

Final Marmoset turnaround

First AI tests for Blood Angels girl.

First AI tests for Blood Angels girl.

First AI tests for Blood Angels girl.

First AI tests for Blood Angels girl.

First AI tests for Blood Angels girl.

First AI tests for Blood Angels girl.

Final AI overlay renders.

Final AI overlay renders.

Final AI overlay renders.

Final AI overlay renders.

Melee kit design, composed with AI.

Melee kit design, composed with AI.

For Space Wolves, decided to start right away with getting reference sheet, before working on a model.

For Space Wolves, decided to start right away with getting reference sheet, before working on a model.

Changing body proportions and stance for her to look more bulky and feral.

Changing body proportions and stance for her to look more bulky and feral.

Generated and tweaked face, attached hair. Had to be done separately. On the right is AI overlay

Generated and tweaked face, attached hair. Had to be done separately. On the right is AI overlay

Starting to populate design with geneated kitbash pieces.

Starting to populate design with geneated kitbash pieces.

Starting to populate design with geneated kitbash pieces.

Starting to populate design with geneated kitbash pieces.

Starting to populate design with geneated kitbash pieces.

Starting to populate design with geneated kitbash pieces.

More AI overlay tests on her persona to see how it holds character likeness from 3D.

More AI overlay tests on her persona to see how it holds character likeness from 3D.

Curvature masks for armor colors, Im not touching generated bits.

Curvature masks for armor colors, Im not touching generated bits.

Comparison shot, she's much thicker.

Comparison shot, she's much thicker.

Highlighting generated parts

Highlighting generated parts

Clay renders in Marmoset.

Clay renders in Marmoset.

Clay renders in Marmoset.

Clay renders in Marmoset.

Final renders in Marmoset.

Final renders in Marmoset.

Final renders in Marmoset.

Final renders in Marmoset.

AI overlay renders.

AI overlay renders.

AI overlay renders.

AI overlay renders.

Reference sheet for Black Templaretta. Decided to go ham on attached details and really push it.

Reference sheet for Black Templaretta. Decided to go ham on attached details and really push it.

Body proportions and new stance.

Body proportions and new stance.

Adding generated pieces - like tunic.

Adding generated pieces - like tunic.

Final model without weapons.

Final model without weapons.

Early AI tests with different lighting/shading effects

Early AI tests with different lighting/shading effects

Trying to pose with AI, also fake AI wireframe.

Trying to pose with AI, also fake AI wireframe.

Curvature masks, different pose - I got rid of it later.

Curvature masks, different pose - I got rid of it later.

Highlighting generated parts.

Highlighting generated parts.

Clay renders - looks really cool with amount of overlaps and deeps shadows

Clay renders - looks really cool with amount of overlaps and deeps shadows

More AI tests.

More AI tests.

Subtle AI pass.

Subtle AI pass.

Face and hair.

Face and hair.

Experiments with persona animations.

Experiments with persona animations.

Trying wet hair look.

Trying wet hair look.

Weapons close up.

Weapons close up.

Final Marmoset renders.

Final Marmoset renders.

Final Marmoset renders.

Final Marmoset renders.

Mood and vibe explorations

Mood and vibe explorations

Mood and vibe explorations

Mood and vibe explorations

Final Primaretta, White Scars reference sheet.

Final Primaretta, White Scars reference sheet.

Didn't like the first generated head so I worked over it.

Didn't like the first generated head so I worked over it.

Updated body and high heel stance.

Updated body and high heel stance.

Early AI render tests, scar shape explorations.

Early AI render tests, scar shape explorations.

Early AI explorations.

Early AI explorations.

Zbrush design.

Zbrush design.

Zbrush Turnaround.

Final design.

Final design.

Enhanced my approach to curvature mask

Enhanced my approach to curvature mask

Final Marmoset renders.

Final Marmoset renders.

Final Marmoset renders.

Final Marmoset renders.

Some AI overlay tests

Some AI overlay tests

Mood and vibe explorations

Mood and vibe explorations

Wroom! TBD!

Wroom! TBD!