ZBrushCentral

Sandpiper's Sketchbook II

Superb JOb on the Head, skin details are awesome

Awesome work!!

I’m working on a few African American characters at the moment, any tips or insight you could give me on how you went about texturing the skin would be greatly appreciated.

Great work! :+1:

Very good work! Congratulations :slight_smile:

Awesome!! Very realistic.

Congratulations!

WOooooooOW!!! So perfectly and beautifully done your two face and seargent!!

wow amazing work! I didn’t have you on my radar, but now I’ll definitely keep an eye on you! I’ve seen the rest of your sketchbook and it’s definitely an inspiration :slight_smile:
Quick silly question: the pants of the suit don’t have the burned parts sculpted. So is it all done by the material or that sculpt was just a wip? It’s just curiosity really…

Amazing!!!

looking awesome !! :+1:

Hi Jesse, could make a tutorial of how you managed to the result in the polygonal hair. Thank you and congratulations on your good work.

Great work Jesse, keep it up!

nice work ***65306;D

Cool, my first plug on ZBC ever. Only took me 10 years! :slight_smile:

Thanks to everyone for the kind words and comments. :+1:

ZedHead: I don’t do anything out of the ordinary for the darker skinned characters other than put a touch of blue in the spec. The rest is just paying attention to the color of the diffuse.

Cuvey: I didn’t have time to do custom burns all over the clothes so I just stamped the displacement and color around in Photoshop later on. Turned out to save me some time.

Prokhor: The polygonal hair was just temporary geometry from the client’s game model. We used Ornatrix hair and James Marcus did all the hair work actually.

Noted.

Thanks for the reply :slight_smile:

Fantastic !

Wow !!! Congratulations :smiley:

did u use multiple texture tiles?
Is this the process that u follow?
correct me if i am wrong:
-base mesh in max (UV?)
-zbrush for details
-export decimated mesh for texturing in mari
-import level1 mesh from zbrush to max for rendering

thank you!!

Man, you’re really cool! ))

hi there am a newbie here and in zbrush and am really enjoying the software, could you please explain to me how u managed to do the hair for your character it looks awsome i would really really appreciate

thanks in advance

jimmybones28: Yep, I used multiple uv tiles. It’s pretty much a standard in the characters we make here. The process you outlined is close. I don’t decimate models to bring into Mari, I just use the 2-3 subdivision level from Zbrush. And yes, the base mesh in Z is my base in Max so the displacement will work correctly.

NYOIKE: I haven’t actually used ZBrush hair yet. Only using Ornatrix really since that’s what we use at Blur. Sorry!

thanks for the kind words guys/gals! :+1:

I didn’t think I’d ever do this again after CGNuggets was retired but with the ease of Gumroad, I’ve begun another ZBrush workshop! Since most of the time I make reptilian creations in my personal sculpting, I thought I’d do something fun, like How to Make Your DRAGON!

Here’s a preview video:

//youtu.be/7cFiTxipj4w

Part 1: Foundation (Real time, LIVE capture)
https://gumroad.com/l/OmMMt

  • Before we get our hands “dirty”, first we need to get our brains wrapped around the foundational elements of building a dragon: Basic skeletal and proportional design.

  • Using existing animals as reference as well as how they apply to Dragon design.

Part 2: Base Mesh Build (Real time, LIVE capture)

  • How I evaluate whether or not to use Dynamesh/ZSpheres/Poly-modeling when I begin a creature.

  • Discussions about topology and being production-friendly.

  • Planning ahead for your future sculpt.

Come on! Join in and have some fun - it’s just getting started and I’ll keep posting the next release as we go!