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Artist Explains How He Celebrated Batman Day With a Detailed 3D Sculpt

Gabriel Guerra told us how he celebrated September 20th – Batman Day – by recreating the legendary ninja-detective entirely in ZBrush.

Introduction

My name is Gabriel Guerra, and I am a Character Artist for games. Currently, I work as an instructor at Savage Game Art Academy, where I guide aspiring artists using the knowledge I've gained over more than four years of experience in the industry. My path into 3D art began with a generalist game development course. Halfway through, I was introduced to ZBrush, and sculpting my first anatomical model made me realize that character art was what truly resonated with me.

Since childhood, I had been passionate about drawing characters, and my interest in bodybuilding gave me a solid grasp of anatomy. That background helped me progress quickly, and early projects like an Anubis character confirmed that character modeling was the right direction for me.

A major inspiration for me was Rafael Grassetti, especially his work as Art Director on God of War (2018). Seeing a Brazilian reach that level motivated me to pursue this path seriously. That inspiration was what initially led me to enroll in the Game Development Course, and once I realized that character creation was what I wanted, I left the course to dedicate myself fully to Character Art.

Because I didn't have the resources to pay for expensive programs, I turned to self-study. I consumed as much free content as I could find on YouTube, interviews with professional artists, and advice from both Brazilian and international role models in the industry. I was very methodical from the beginning, always setting clear goals and priorities. Among all the advice I gathered, one element was repeated by every artist I admired: mastering anatomy. That became my main focus, and it continues to be one of my strongest areas today.

When it comes to how I developed my skills, my philosophy has always been to focus on the art itself above all else. Even when I didn't master the technical side of game pipelines, I made sure my characters had strong gestures, anatomy, silhouette, and appeal. At the start, I worked mainly with ZBrush and Photoshop, keeping my tools simple so I could really understand them in depth.

I preferred to learn step by step, mastering one software and its core functions before moving on to the next. This focus on fundamentals helped me create work that stood out artistically, even if it was technically simple. That focus soon paid off. Just five months into my studies, I received an offer from a mobile game studio in Singapore.

Later, I completed a six-month course with Igor Catto (ex Sony Santa Monica), where I finally learned the full production pipeline, from sculpting to low-poly, UVs, and texturing. This gave me the technical foundation to complement the artistic vision I had been building from the start.

Most recently, I worked as a freelance Character Artist for Medic Media (outsourcing Studio), where I created around twelve full characters and twelve weapons for The Fateless Studio project God Forge. This was a very demanding production, with tight deadlines and strict polycount budgets. Despite these limitations, I pushed myself to deliver the highest possible quality, often putting in extra effort more than was needed to refine details, because I just can't do work without effort, so high quality it's very important to me.

At Medic Media, I was responsible for the entire pipeline, from high-poly sculpting to low-poly, UVs, baking, texturing, rendering, and even a degree of self-art direction. It was a challenging but rewarding experience that taught me a lot about optimization for games while reinforcing my commitment to always delivering polished, high-quality work. Some of these characters are now featured in my portfolio.

The Batman Project

This project started somewhat unexpectedly. That weekend happened to be Batman Day, and I realized at the last minute that I didn't have a piece ready to celebrate the occasion. Since Batman is my favorite hero, and a character that has deeply inspired me through games like the Arkham Series (all-time favorite Superhero Games), comics, and especially The Dark Knight, which is one of my all-time favorite films, I wanted to create something as a tribute.

Because I only had that weekend, I set myself the challenge of creating a project very quickly. I remembered I had an old Batman blockout stored on my hard drive from the previous year. While the model was simple, it already had a strong silhouette, which gave me a good starting point. I decided to take that sketch, refine it, and build a complete design from it. What I wanted to try with this project was to be able to convey an idea in just one day. So this project was more like a 3D concept than a full game project.

I started from an old Batman blockout I had created a year earlier. Reusing assets like this is a great way to save time, especially when the goal is to quickly explore design ideas. The original sketch was simple, but it already had a strong silhouette, which gave me a solid foundation to build upon. From there, I refined the design using references from Gotham Knights, Suicide Squad: Kill the Justice League, The Batman, and the Arkham series, as well as sci-fi influences like Mass Effect. My goal was to create a high-tech version of Batman that felt like a skin I would personally enjoy playing with in a game.

Sculpting the Body

My workflow in ZBrush is based on DynaMesh. I begin by blocking out the main forms, focusing first on silhouette and proportions. To refine the mesh, I often use Sculptris Pro, which lets me add or reduce polygons only where needed. I approach design hierarchically: I invest most of my time in the most important areas, such as the face and torso, while keeping less critical parts, like the limbs, more simplified. This allows me to create a design that reads well from a distance, which was the main goal for this project.

For sculpting hard-surface elements, I rely on brushes like Trim Dynamic, HPolish, Dam Standard, Standard with modifiers, and Smooth for constant refinement. These tools let me push the blockout into clean shapes that suggest armor plating without needing to fully finalize the model. In other projects, I might go further with Panel Loops to define plates more precisely, but in this case, the focus was speed and overall impact. The trick is to prioritize the areas that draw the most attention, the "MRA" (Most Relevant Area) and polish them, while leaving secondary parts more rough. This way, the character feels complete and visually striking, even if not fully detailed up close.

Polypaint

For this project, I didn't create a new topology or unwrap UVs. The entire model remained in DynaMesh, as my priority was speed and exploring design ideas rather than producing a game-ready asset. To keep things efficient, I skipped retopology and UVs altogether.

The entire project was built around the idea of being simple, efficient, and fast, and the texturing followed the same principle. I didn't create UVs or take the model into Substance 3D Painter. Instead, I used Polypaint in ZBrush to establish the base look. Even with such a simple setup, Polypaint combined with Marmoset can go surprisingly far in visualizing ideas.

The most challenging part was defining the overall design and color palette. I chose to combine four tones strongly associated with Batman: dark gray, light gray, blue, and yellow. Many Batman designs use only two or three colors, but I wanted to merge the key tones from across his history into a single design. Deciding how to balance these colors across the suit was the hardest step, as it defined the character's identity.

Once the Polypaint and palette were set, I sent the high-poly model straight into Marmoset Toolbag, where I assigned simple materials to give the armor a metallic yet slightly glossy painted finish. The final polish came in Photoshop, where I used paintovers and layered edits in a concept art approach to refine the look, enhance details, and push the render toward a striking final presentation.

Rendering and Lighting

For the Skin Shader, I used the 3D Scan Store Shader for faster work, because this project wasn't about learning how to do a Skin Shader from zero. For the body under the suit, I used 3D Scan Store Explorer Basemesh, which I customized to have the look I wanted.

For a fully finished project, I would work a lot on the BaseMesh, so much so that it would be hard to notice that this is a BaseMesh from 3D Scan Store. The rendering was pretty straightforward. I used Marmoset Toolbag 5 to render the project.

I usually like to use an HDRI, and I play with it until I get a good result. I can add Child Lights and make them brighter and the Sky Light darker if I want. And then I go and place some more spotlights to compose a better presentation, focusing on making a dark mood, having the lights come more from the top, and having that nice Rim Light around the character, to make the character pop. The post-production was made with Marmoset, but I did more post-processing editing inside Photoshop as well.

Conclusion

One of the main challenges was starting the project without a strict plan and having to define the direction along the way. I needed to come up with design solutions quickly while still aiming for something visually interesting. This was made easier by my background in creating sci-fi concepts in ZBrush, something I've practiced since the very beginning of my journey, even before learning advanced hard-surface workflows. Recent months of intense practice, both through personal projects and as an instructor at Savage Academy, also helped me overcome those challenges more naturally.

I wouldn't say this project taught me something entirely new, but it definitely helped me refine my design sense, speed, and efficiency. I treated the process almost like a brainstorm in 3D, sketching ideas in a way that already conveyed the essence of a final character. It reinforced the importance of focusing only on what matters most and being agile, a mindset I also carried from my professional experience working under tight deadlines.

For beginners, my main advice is not to try to learn everything at once. It's better to progress step by step, mastering each stage before moving on, rather than knowing a little bit of everything without real depth. Quality always beats quantity. Start with the fundamentals, especially anatomy. Anatomy is not just a technical exercise; it's an art form in itself, and mastering it improves both your accuracy and your artistic vision. A great way to study it seriously is by using 3D scans: bring them into ZBrush, place them side by side with your sculpt, and try to match them as closely as possible. This exercise trains your eye to see things as they really are, not just as you assume them to be.

I also recommend using the new MetaHuman as a study tool. Unlike its earlier versions, the new MetaHuman is incredibly realistic and very useful for understanding forms from multiple angles, something beginners often neglect. Many students only check their models from the front or profile, but 3D requires attention to every angle. Having a MetaHuman open on a second screen, for example, lets you rotate the view and observe shapes like the nose, jaw, or torso from less obvious perspectives. This kind of observation sharpens your understanding of form and prevents common mistakes.

Finally, use references constantly. Combine references from real life with examples from AAA games to understand how top-quality assets are built. Whether you're working on anatomy, folds in clothing, or textures, references will show you the complexity and artistry that real life contains. Avoid oversimplification, what seems "good enough" at first often lacks the richness and detail that make a piece truly convincing. In the end, consistent practice and thoughtful study are what transform challenges into strengths and help you grow as an artist.

Gabriel Guerra, Character Artist

Interview conducted by Emma Collins

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