Hanza - Overwatch fan art - Breakdown

What up ZBC

I created this fan art project in my spare time as a way to practice some skills and techniques as well as pay homage to the art style of Overwatch.

I ****ing love Zbrush and I love its helpful community. I’ve been creepin here forever and wanted to share some images and details about the making of it for other artists. I created almost all of it in Zbrush and I rendered it with Keyshot bridge. I hope you find something useful.



hanza_breakdown01_headdetail.jpgI got the hair to look the way I wanted by adding a lot of Fibermesh. I created several “clumped” strands and some larger sections to fill it out then some loose/short hairs.
20 subtotals total not including the eyelashes and eyebrows
Here’s a shot of my scene “all low” and Polygroups. I like to keep pretty low divisions, it makes everything easier and I knew I’d be posing in Transpose Master.
I got the most questions about the tattoo and rope so I made some breakdowns








Love this model; really nice work! Thanks for sharing =)


I love this expression,good work

Stunning work. She looks amazing. The breakdowns are very informative, Thanks for that! Feel free to post more! ; )

Thanks guys

I whipped up another little info graphic of an extruding process I use a lot

On this project I used it for the dragon logo, patches, tech socks, and leather trim


Here it is used on the dragon logo

here are some textures made for the project

Would you guys like any tips with the Keyshot side of things? If you have any other questions about anything let me know and I’ll do my best to answer.

cheers dudes




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Gorgeous work Jason !

Definitely would be interested in some Keyshot tricks ! Has your skin shader anything specific and how much do you rely on compositing ? Would be curious to see your beauty render. Thanks !

Nice job, it was great watching you work on this piece hair came out great btw.

Haha i love the mushu head on the tattoo. Lovely touch.

@Ouran Thanks! I’ll share some keyshot stuff later this week when I can. I can tell you I use the translucent shader and mess with settings. I also composite a AO and fake a lens blur as well as other Post tweaks/corrections

@danpants Thanks man

@Calvinluu01 Ha thanks, good eye :wink:

Man this is awesome. Breakdown is so so helpful . This should be in the top raw.


Great work and great execution

I DEEPLY appreciate your break downs on how you do things. You put time in to help us all. Thanks! Great model!!
Love character in her face and eyes! She is badass!

Really nice character, and nice presentation. Thanks for sharing your break down.


hey Jay! awesome tutorial as always! why did you stop posting videos on youtube? those were awesome! do you still stream on twitch too?
great fan of your work btw :slight_smile:

@Scote - thanks dude
@brianlife - Thanks man, I’m glad you like her and the model. No problemo
@tez - Thanks dude, appreciate it. Hope you find the breakdowns helpful
@guztaluz - Hey man you a sub!? that’s awesome. I’ve just been busy with work and life but I’m planning to get back at it pretty soon. I’m moving at the end of the month then I’ll have more time every day to make more art and tutorials :slight_smile:

Some notes and tips on my rendering and composting

First thing is the environment, which is what is lighting the scene. You can have subtools in zbrush that are used as lights in keyshot by applying a light material on them once bridged but my image is all lit with an environment probe. I downloaded the one I used for free using keyshot cloud. The lighting is super important, I don’t need to say that but a program like keyshot really illustrates how lighting can elevate the subject or make it quickly look wack. I always play with the “rotation” of the environment to see what the look is at any position so I can find one that looks best. I like this environment a lot, especially for that studio look I was going for. Pictured here and named 33


The material used for the skin in keyshot is called “translucent”
Some tips I can give are that I’ve dropped the translucency number any time I’ve used it and tiling a micro-bump map helps. I don’t know if the shader just defaults with a high translucency number or its based on size and sculpts that originate in Zbrush are super tiny so you need to drop it. Be careful not to make your model look too translucent. My character is a bit high because of the stylized Overwatch/Pixar look I was going for. Tiling a micro-bump map for the skin helps break up the highlights further, I’ve sculpted some pores but having an overall noise helps the skin look.
Here are my settings:

Another tip for keyshot materials is with metal. I found the metal materials were too clean and shiny, especially within a clean studio lighting environment without much color and noise to break it up. After doing some research in what others did I decided to make my own. I started with a “anisotropic” material. This allows me to tweak roughness X - Y and specularity independently. Metal material has one value. Since I felt the metal was too clean this shader is about noise and breaking up that reflections and highlights. I made some maps including a bump so the light had all kinds of imperfections to trip up on.
Here’s the metal material settings:
Here are the maps I made to plug into the material

Then there is the rendering and compositing. I rendered two passes, a beauty with everything and an ambient occlusion pass. The ambient occlusion is achieved by assigning a matte white material to everything and selecting the pure white environment. I rendered these passes quite large so I could be free with the different compositions and final format of my images. It took about 5-10 minutes to render the beauty, the occlusion is much quicker. The translucent shader takes longer. In photoshop I added the finishing touches like a focal blur, vignette, and overall value and color improvements.
Here are the passes and post process
hanza_breakdown11_compositing.jpg*special note, I found that disabling ground shadows in keyshot messed up all the shadows, so leave ground shadows on at all times.




The focal blur is achieved by using the lens blur filter in photoshop with a custom mask. In other renderers and the full version of keyshot you can render out a Zdepth but I haven’t found a good way to do that in bridge. So the Zdepth is faked. Heres the Zdepth I made and the blur which I think makes things looks a lot nicer and more physical. Portraits are so improved by focal blur that the new iPhone is gonna fake it too :stuck_out_tongue_winking_eye:
That’s all I got for now. Let me know if you have any more questions. Happy zbrushing

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Really nice work man…

Amazing ! i try to remake the rope tutotrial but i’m a beginner and i don’t understand how do the second step, someone can help me ? ^^ Thank you