ZBrushCentral

Dmitrij Leppée Sketchbook

I too am learning Mayas MR and find myself enjoying it a lot. I think you should give the SSS skin shader a try, it gives some great results after you fine tune it. Nice works, all very heavy moods.

Santis, Aberrant - thanks a lot guys! I’m going for the mood, and so glad it reads! I was thinking of finishing these ones, But with each new stroke the power wears off (in my eyes at least :))

This actually is the sss skin shader, perhaps the layers in photoshop camouflage it to an extent :slight_smile:

See ya!

As I don’t have much time to work on this, I’ve decided to post some early wip’s after all. I’ll hopefully finish it in the nearer future…

these represent portraits of real persons in a symbolic manner.

[]wip_01.jpg
[]wip_02.jpg
[](javascript:zb_insimg(‘184477’,‘thumb.jpg’,1,0))wip_01.jpgwip_02.jpgthumb.jpg

Another speed sculpt. C&C welcome!

[]ss.jpgss.jpg

Some more goofing around :slight_smile: Zsketch base

[]SA.jpgSA.jpg

wow, im seeing great improvements from your earlier stuff. nice job dude!

Gelfy thank you very much! Say hello to Chicago for me please :slight_smile:

Ok, I’m done playing with this one. 3hrs to this (end) stage if anyone’s interested :slight_smile:

[](javascript:zb_insimg(‘185294’,‘zeko.jpg’,1,0))
[]bunny.jpg
[](javascript:zb_insimg(‘185295’,‘thumb.jpg’,1,0))bunny.jpgzeko.jpgthumb.jpg

Nice…but what are you smokin cherub?

Haha, I’m just taking big breaths all the time :lol: Thanks!

Ha, I always assumed you were an open mouth breather. Well congratulations on giving me another nightmare. Well done.

That last one is looking really cool, man. The face looks really good. The anatomy in the lats area, and where the pec meets the bicep needs refined. It’s difficult for me to crit your work, because I’m not sure how much you’re shooting for anatomical accuracy, vs your own stylization. Regardless, you know I dig your work :slight_smile:

Hehe, thanks DustinBrown! Means a bunch! Actually I have better practice of the head than of the body. They were both made from memory, but the head as I said I feel more comfortable doing. I’m currently working on something with a bit more of anatomical reference, so hopefully that’ll work better by all means

See ya

Ok, these was one of my two entries for the cghub’s but a move contest, just placing them here to have it all together in one place to have a better track (they can also be found in challenges category).

Fell beast
[](javascript:zb_insimg(‘185448’,‘t.jpg’,1,0))

[]

[]

[]

[]

and the other, Maya

[]maya_1.jpg

[]maya_4.jpg

[]maya_2.jpg

[]poly.jpg

maya_1.jpgmaya_4.jpgmaya_2.jpgpoly.jpgt.jpg

The beast’s design and execution is really good. I really like it. The other stuff is not quite up my alley but it’s nonetheless very good work, talented man.

Tobbeo thanks! And thanks for your honesty. I’m trying to produce something that has an impact on me, and if someone else likes it’s cool, and if not what can you do hehe :+1:

here’s a workflow for a full body I’m experimenting with. I made a base that can provide enough space for completion, then shrink it to a skeleton and then adding some volume on top. Not looking to be 100% correct cause it’ll disappar anyway under the model. Going with it so far. Let me know what you think :wink:

[]ZBrush Document.jpg

Interesting workflow - seems like you are wasting a lot of time trying to get to the point of a skeleton though when that is just going to end up getting covered up anyway though. I am assuming your reason is to get the proportions correct - but would it not be just as easy to start with a stick guy made of zspheres and then zsketch his proportions out from there? Not that there is anything wrong with your way! It gets the job done! Just wondering for my own growth if there are any advantages to doing it this way… Great stuff in here by the way!!!

Hey! Thanks for that! The reason I’m not zsketching is that I’m not used to it to tell you the truth (zspheres2 that is). The biggest problem present the fingers when turned into a unified skin. If I make the unified skin they don’t read, if I make the higher resolution, I can’t reconstruct the lower sub d levels because of triangulation of the zspheres 2 unified skin, and I need lower sub d levels for the sculpt. If there’s a way I’d be thrilled about it :slight_smile: I could do an early retopo of very low detail model and then reconstruct lower sb d level of that skeleton, but then I’d have to do another retopo
for the finished sculpt with meat and nose and ears eyelids and such. Personally I don’t like the sound of that :smiley:

Like you said it gets the job done, and didn’t really took me all that long, some 2 hours.

I build it from scratch mainly for study and keeping the bone structure of the end sculpt really firm.

Hey cherub you can actually output a multiple subd unified skin by using
the sdiv slider :D:+1:
Nice work all around i prefer the no flesh boneman could look nice stylized:)

Hey DiscoStu! I tried that but the lowest subd d level of the zsphere2 unified skin is too heavy, even when I optimize it beforehand. I’ll do this one this way since it’s now midway through, and instead of unifying the zsketch I’ll try adaptive skin in the future. I saw some tut on pixologic for that. Thanks again, if nothing for reminding me :wink:

Here are some more screens of the process

btw I find this approach more intuitive and am more home with than that displayed by the great Ryan Kingslien. But that one I truly admire cause is very nerve challenging :smiley:

[<!--[attach=185561]ZBrush Document.jpg[/attach]-->] just playing with the pose, the so called unstable contrapost :lol: [<!--[attach=185572]ZBrush Document2.jpg[/attach]-->]![ZBrush Document2.jpg|1120x840](upload://bKyVaTxGdHstY4Uu7W2QCv9I203.jpeg)![ZBrush Document.jpg|1091x804](upload://spokGPqyEFDM80MXASVWxzcUc7Z.jpeg)![ZBrush Document2.jpg|1100x840](upload://bKyVaTxGdHstY4Uu7W2QCv9I203.jpeg)