ZBrushCentral

Dmitrij Leppée Sketchbook

hehe, I can’t believe it - papa smurf.
great work on that beard.

haha - smurf is wicked :smiley:

dude sweet!!:+1:small_orange_diamond:+1:

assassin is coming along great, and the smurf is most awesome!

That smurf is pretty smurfing smurfy. I almost smurfed myself when I smurfing saw him! Smurf on, man!

Hehe, glad you like him guys :slight_smile: As for the Assassin it’s a really massive project as I’m going full throttle on the details, so I’m loosing and again gaining interest every once in a while hopefully will find motivation again to continue that.

Later

hey dimitri just here to say I loved the papa smurf doodle and that you should keep going on your assassin!!Once finish will give you great satisfaction! I really know what you mean, maybe take a break for few days and refresh your eyes but dont give u its going really well!!! march on buddy :smiley:

Hey man! Thanks for the comments. I believe you talk from experience, given your 3d production challenge model is stellar :wink: :+1: Yeah just resting from it these days.

See ya

Experiments with Zbrush renderer and photoshop comp

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[](javascript:zb_insimg(‘200895’,‘rend4.jpg’,1,0))t.jpgrend4.jpg

Its McKellen alright :+1: :+1: :+1:

Thanks Michalis. Actually I just noticed the eyes were too far apart, so I put them a bit closer :slight_smile: Except that I didn’t sculpt on it for ages.

Looking great! :+1:
With some “real” hair this piece would be a 5*:smiley:
Keep it up :slight_smile:

Nice work Cherub.

Just curious as to what level of detail you seem to switch off symmetry?. Its nice to see laboured details that are not automated :+1:

Whoa thanks Santis! :slight_smile:

Hey Peter! It really varies from sculpt to sculpt, but I recall with this one I modeled the shapes and the likeness out, and then turned the symmetry off before I started with the wrinkles on the forehead, eyes, skin pores etc and do each side separately. I guess I was inspired for that seeing the African bust tutorial by Rick Baker.

Thanks for your support!

Awesomeeeeeeee render!!, i love his eyes!:+1:small_orange_diamond:+1:small_orange_diamond:+1:

nice!

Thanks Manzarek! :slight_smile:

Here’s wip of the smurfs

EDIT: new wip

[](javascript:zb_insimg(‘200876’,‘strumfovi.jpg’,1,0))strumfovi.jpg

wow…haa…just had a shudder up my spine…i forgot smurphs existed…brilliant :smiley:

Haha the smurphs are great!:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:
Once finished that would be funny to share the tool so everybody could make theire own smurph.
But you already made a lot of them!

Thanks Peter! Did you know they’re making a 3D movie as we speak? It’s gonn be terrible judging by the trailers on the net.

Sebcesoir hey man! Thanks for that, I’m gonna think about sharing a base though. That is it’s ridiculously easy to build :slight_smile: …though I have to say I had some trouble doing the retopo, but that’s nothing new when I’m the case.

I wanted to ask something, if anyone knows - When generating maps inside zbrush using the uv master of say a character with multiple subtools, how can you put all the layouts for the each subtool on one uv layout? Can this be done inside Zbrush?

Thanks

hey cherub- its been a while. you have improved greatly since i last checked your thread!! awesome. and your question about exporting UV maps and stuff, I would export the UV’s from each subtool one at a time, i think overlapping UV’s on one set can confuse zbrush. I could be wrong, i overlap UV’s in maya and my game engine all frekkin day!