6 May 2026 · Video process · ZBrush

How I modeled Pedenjped in ZBrush

This article accompanies a time-lapse process in ZBrush: from a comic-book reference illustration I built an organic 3D model of the character Pedenjped (a well-known Slovenian children's book character) with a distinct caricature silhouette and a dynamic pose. The full record of the process is on the video; below I summarize the main steps and why they matter if you want to prepare a similar character for 3D printing or rendering.

I publish more similar processes on the YouTube channel @JureMali — if you are interested in the workflow from the 3DShop workshop, a public archive of processes is gathered there.

Why ZBrush for a character like this?

Pedenjped is a visually "soft" character with strongly stylized proportions — a big head, a short body, long arms and an expressive pose. For this type of organic form, digital sculpting in ZBrush is more natural than pure box modeling: you can quickly move masses around, sculpt the silhouette and iterate without locking in the topology at the start.

1. Reference and silhouette

I start with one clear illustration as a guide for the camera angle and proportions. The first goal is not detail on the nose, but a readable silhouette — if you can recognize the shape just from a black cutout, the model will work as a figure in the real world too.

2. Blocking and volumetry

I merge the basic shapes into a single volume (e.g. via DynaMesh or a similar approach), then gradually raise the resolution. At this stage I still clean up the bigger proportion errors: shoulder width relative to the head, the tilt of the spine, the position of the elbows — the pose must be alive, not just a static A-pose.

3. Face and caricature reading

With stylized characters it is crucial that you read the face as a whole: the spacing of the eyes, the nose as a geometric box or a softer mass, the lip as a simple cut. Smaller brushes come only once the large volumes hold — otherwise you quickly fall into "texture without structure".

4. Hands, fingers and tension

If the character points or holds a space between the fingers, the thumbs and joints must be thick enough for FDM or resin. In the video you can see how, during sculpting, I watch the minimum thicknesses — a thin joint on the screen is often a broken piece on the printer.

Tip for a print-ready sculpt

Before export, always check for problems with thicknesses, undercut parts and unsupported planes. If you want to physically print the model, it is easier to add a small base or a hidden joint already in the sculpt phase than to fix the geometry only during mesh cleanup.

Video: the full time-lapse

Below is the full recording of the process in ZBrush — from the initial masses to a more finished form:

If you liked the workflow, you can follow me on the YouTube channel @JureMali — there I add new process videos from the workshop.

How does this connect to 3DShop.si?

The same principles of organic modeling also apply to bobbleheads, custom 3D statues and AI-generated models, where cleanup and preparing the mesh for printing still follow. If you have your own character, mascot or IP and want a physical prototype, contact us with a reference — we'll prepare an estimate and the next steps.

Need a custom model or figure?

Send a sketch, illustration or photo — we'll respond with a timeline and a quote.

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