NEMESIS FIGURINE PART 3 - POLY PAINTING
- Erik Chmil
- Oct 21
- 3 min read
Hello again dear reader! Nemesis 3D Print fanart is almost done, let's take a look:

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

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

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

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.

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.

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 -

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 -

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.


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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