Project-X character: The dead serpent


Todays Project-X character is the Giant dead serpent!

Wednesday, May 15th, 2013 Art Blog Tags: , , , No Comments

Project-X 3d character model: the Brute boss


Todays Project-X character is one of the endboss characters. This doesn’t mean we’re nearing the end of the Darkout models (sorry if that was what you were hoping for, also ‘grrr!’). Far from it, I’m just mixing it up a little. Come back tomorrow for more Darkoutery goodness!

Tuesday, April 30th, 2013 Art Blog Tags: , , , No Comments

Alien Hunter

Alien doodle

A member of the sentient alien race named Quencha, a primitive but cunning and dangerous race of hunters. Their sense of sight, sound and smell is underdeveloped and despite having evolved an extra set of eyes they are practically blind. One should however not underestimate the Quencha as they have evolved a sonar-like ability picked up by the hypersensitive tendrils at the side of its head. This “silent sonar” is impressive enough but they also have a unique precognitive ability which allows them to gaze into the future up to 2 or 3 seconds away allowing them to perfectly lead their targets when throwing spears or firing projectiles. Hand to hand melee combat with these otherworldly ninjas is also highly discouraged. They have not been spotted in many decades but people often disappear in the region where they are believed to live.

This little dude is a quick Zbrush doodle I recently did. It took me about 10 hours and was made entirely from scratch in Zbrush. The silly story evolved along with the sculpt which makes it extra fun but also more engaging.

Monday, April 22nd, 2013 Art Blog Tags: , , No Comments

Realistic (kinda) low poly (sorta) canyon road (definitely)!

canyon road
I created this as a testcase for a job interview. After submission and a very optimistic initial reception, I didn’t get the job. I guess they found someone cheaper. Heyo! At least, I hope that was the case, perhaps someone else did come along and deliver a better result. My result is pretty good for the time given but obviously not perfect.
The scene was created in 3dsMax with lighting and rendering using Mental Ray, Zbrush for the rocks and Photoshop for the textures and final composite. The textures we’re all made by myself as well. I spent a grand total of 5 days to complete the scene.

Below is the reference photograph I was asked to replicate as well as a wireframe overlay.

canyon road reference photo canyon road wireframe

Wednesday, March 27th, 2013 Art Blog Tags: , , No Comments

Inca Priestess


I just finished this 3d character. I tried to make her look like an Inca or Mayan priestess. I think she turned out quite okay although I still feel like there are things to improve. Maybe I’ll get back to it later but for now I feel like I spent too long already.
You are looking at a composition of renders of the high poly model posed in Zbrush. A low poly model doesn’t exist yet, for this character I just wanted to learn Zbrush and create some nice renders.
This is my first serious sculpt in Zbrush. I already got acquainted with it’s compeditor, Mudbox, while working on the Turtletank. Now that I’ve spent some serious time with both tools I can safely say I much prefer Zbrush over Mudbox, despite it’s quirky interface.

Tuesday, July 5th, 2011 Art Blog Tags: , , 1 Comment

More TurtleTank stuff

Turtle Tank

The image above is my second attempt at putting my TurtleTank character in an interesting environment. I posted my original render on, a digital art community forum, and got a lot of great feedback from the very helpful people over there. If this new version is any better, then I have those people to thank for it.

Now, to finally be done with this character and be able to move on to new grounds, I got the Turtle into the Unreal 3 engine. Specifically, the awesome (and freely available) Unreal Development Kit. Check it out below!

Friday, February 4th, 2011 Art Blog Tags: , , , , 3 Comments

The TurtleTank

TurtleTank Scene

Finally! My Turtletank project is finished. It’s taken many many nights of fidgeting, tweaking and solving but now it’s done and I’m pretty happy with the result. This project has been a first in many ways. It’s been the first time I ever had to spend more than a month on a single character, the first time I modeled a creature completely by my own design and the first serious sculpting project I ever did. Given these circumstances, I think the end result is pretty sweet.
It’s a fully rigged, animate-able, game ready End Boss model. I think it would be pretty cool fighting this guy in a first person shooter or something similar.

For more renders and information, please continue reading.

› Continue reading

Wednesday, January 19th, 2011 Art Blog Tags: , , 7 Comments

First steps into sculpting

Just finished this shield model done with Mudbox, a new tool to me.  The first two images are renders made in Mudbox.  The third is a lowpoly mesh (300 triangles) in the Unreal 3 engine. The model has a diffuse, specular, parallax and normal map on it. It took me just under 4 days to make, which included learning Mudbox. Sculpting is good fun though, I’m looking forward to do more of it in the future!

Friday, April 23rd, 2010 Art Blog Tags: , , 2 Comments

Greetings, dear visitor!

I'm Jeroen Backx, a 3d artist with a focus on videogames. I am currently the art director at Sticky Studios in Utrecht, the Netherlands.

You can contact me for questions, suggestions, business or anything else at:

jeroen [at]