Name: Kaliya
Age: ∞
Appearance:
Sharp aggressive eyes
Dark Hair
Hoodie
Street wear clothes
Scythe in hand
A showcase of my character with music fit for the theme.
Since the beginning of time, Kaliya the Grim Reaper has been going around reaping the souls of people. She finishes off the weak and takes their soul. The human soul will forever be trapped in the hands of Kaliya, the soul will never reach it's peace. It is now 2022 and she has been living for a very long time, her life started to get boring because she has no family, no friends, no love life. She sees how the people are happy and gets jealous of their happiness. So now she starts to want to fit into society and dresses up like everyone else in attempt to be happy too. She is going to have to keep people from knowing she is a grim reaper. She's a normal human by day and a reaper of souls by night.
My character is a Grim Reaper. She gives off an evil feel, the colour palette is red and black.
Symbolisms of Grim Reapers
Skulls/ Skeletons
Pretty straight forward, skulls and skeletons are the remains of dead people. It would make sense to have these kinds of symbols.
Black Cloak
The black cloak has been associated with the mourning of death for a long time. The colour it self means death, like how we wear black to funerals. The colour black is also the colour of evil because of it's darkness. The black cloak gives the reaper a feel of mystery and menace. What we can't see is what we fear, and since the reaper lurks in the darkness, the Grim Reaper play off our fear of the unknown.
Scythe
In early showings of the Grim Reaper, we see them use arrows, spears, darts and so on. Over time, the scythe was the replacement of the killing tools. A scythe is a tool used to reap, cut or trim grass. Just as we harvest our crops, Death comes in and harvests our souls for the journey to the after life.
I am a 3D character artist and I created Kaliya for my role development. I started off by sculpting the body and head in ZBrush. I did retopology, UV unwrap and hair with xgen in Maya. Textures were done in Substance Painter. I built and simulated the clothes in Marvelous Designer and rendered shots in Unreal Engine 5.