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NEMESIS FIGURINE PART 3 - POLY PAINTING

  • Writer: Erik Chmil
    Erik Chmil
  • Oct 21
  • 3 min read

Hello again dear reader! Nemesis 3D Print fanart is almost done, let's take a look:


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I think that's the maximum of details I can achieve within the timeframe I set for myself. I approximated this guy to take me a few days and it took me a few weeks. I think what comes in play is the urge to do better than the previous miniature I did - Pyramid Head From Silent Hill franchise

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If we compare these two - it is clear that I did like 3x more work on Nemesis due to lots of little details and I keep telling myself - "Erik this is just a quick chibi side gig, just, please, do it fast and wrap it up". But when an artist has a curse of trying to do better each time it's extremely hard to do "kinda same level"


But let's wrap this character up, finally. We will cover:


Polypaint in Zbrush


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Let's say we started at a blank page - white colored sculpt First thing we do is Fill Painting main colors:


The head was done before so It's too late to break it down
The head was done before so It's too late to break it down

We fill each separate color with anything we like, a cool hotkey is "C" - a color picker, super handy time-saver. So I just color picked everything from different parts of body to save time.


I also painted on a merged model, but used masking to prevent brush going all over the model.


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Then I painted whatever I felt like fitting my stylized theme, the nuance here was to not to overcomplicate and try to keep everything in some simple painting boundaries. What I think may help newer artist is to Never zoom in the model haha, I know sounds ridiculous, but it's like a super common mistake to do - overfocus and overcomplicate one single part of the model because you zoomed in and hyperfixated. When you will zoom out again - you will see that your beautiful paintwork doesn't match the stylization anymore.


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I also painted some manual Ambient Occlusion, but the ugly truth about this is - I hated it. Because it takes lot's of time to paint AO, on the entire model and Substance Painter does it with one click and does even a better job.


I think next time it makes sense to try Decimating the model, Auto-Unwrapping it and just doing all the texturing in Substance Painter. But this is still just a concept because it may also turn everything into a big long-lasting project (you know what happens when you start jumping between several different softwares)


I also started playing around with stylization of my brush strokes -

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This style is easy to achieve because you just shift between draw-erase modes.


Another challenge that was quite unfamiliar was stylizing the RPG to make it less flat -

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Also time consuming and I think I need more references and more time for hard-surface stylization. Can't say I am super happy with the outcome but the urge to finish this character is too strong, I just can't imagine dragging it for another week.


Another thing that I super disliked in Zbrush - I tried googling everywhere but I couldn't find how to prevent fast brush strokes to do such weird circles, the only way I could paint properly is to paint super slow.


anyone knows how to make brush paint propely???
anyone knows how to make brush paint propely???

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Overall I feel like this is done, let's wrap this character up. The purpose of this miniature is 3D printing without any colors so I don't see a reason to spend more time on hand painting in Zbrush apart from pure practice.


In the next Nemesis related post I will show my process of taking it into a 3D printable product for a website like Cults3D.


See you soon!

 
 
 

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