NEMESIS FIGURINE WIP PART 2
- Erik Chmil
- Oct 16
- 3 min read
Few posts ago you saw the WIP of my Nemesis fan art, and since then I managed to improve it. Let's take a look:

First of all I finished the head an uploaded on Cults 3D for free, you can download it and print it out right now if you wish, just press on the image below:
On that website I still go by chmillout which is my nickname since childhood because my second name is CHMIL, now you see me under the "Twisted Jungle" label, because I was tired of promoting my name and always dreamed of forming a big studio which is why I shifted towards creating a label that kind of includes everything I do - both my personal and professional work.
Now let's get back to our Nemesis.
This is whay the first pass of the head looked like, and in the beginning it is very important not to loose hope and "trust the process". I didn't really understand this cliche saying before, but now I rely on this phrase on every single project I do. Good stuff takes time and you can always improve and re-do your work until it meets your standards, even if it looks like a cursed potato in the beginning.

Now let's take a look at the final head sculpt:

Looks better, doesn't it? It's just the matter of amount of time and effort you put in your work. Give it some love and eventually your craft will meet your ambitions.

Whole body currently looks like this, I am still in the search for my ultimate recognizable stylization but it is also important to goddamn finish your characters! So I am kind of happy with the clean stylized body and a more detailed head because it taps in the "balance of rest and action" - meaning in each characters there should be zones where your eyes can rest and zones that are more interesting to look at.

I also made this RPG - it is not as stylized as I had in mind in the beginning but everything I could find online looked kind of gimmicky so I took the middle ground and did something I am comfortable with.
I am actually getting more and more comfortable with hard surface sculpting in Zbrush. I used to hate hard surface to the guts, it was the nightmare of 3D industry for my taste, like the most boring thing ever to move around polygons, fixing the topology... bueh!
But I bought a tutorial from Cane T - Link here: https://www.artstation.com/goggles
And currently I am just practicing whenever I get a chance on little project such as this Nemesis RPG. The logic behind hard surface sculptin in Zbrush with every project becomes a bit less of a mystery. If you just like me absolutely hate traditional polymodeling - this link above and Zbrush is your saviour.
Soon this miniature will be done and I will upload it to my Cults3D Page and you will be able to print it if you want.
A short video recap from my socials:
Take care!





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