With a single click, it produced a very good new topology based on my original mesh. The new ZBrush ZRemesher provides an entirely rebuilt retopology system. ![]() Using all that DynaMesh created a very dense mesh. I extruded the arms and torso, starting from the head Step 3: New topology for the upper body Then I proceeded to refine the general volumes and define the secondary forms created by fat, tendons and folds of flesh, just to give me a better sense of the character and help judge the volumes and proportions. I also used the DamStandard to quickly cut some of the muscle mass. I extruded the arm and torso with Clay Tubes and Move brushes. This gives me the freedom to continue sculpting without having to worry about the underlining geometry. ![]() When DynaMesh is pressed, ZBrush provides geometry to the mesh without polygon stretching. Progression of the head sculpts, from a sphere to higher subdivision levels Step 2: Blocking the torsoĪfter I had formed the head and features of the face, I continued on the body, using the Move brush and the Clay Tubes brush combined with DynaMesh. The Clay brush gives you a real-life feeling, just like adding small chunks of clay to build up the surface. The process was mostly done using the Move and Clay brushes. I tried to pay attention to the inflections and structures of the skull, as well as to the fat and muscles that would cover them. I always try to get the most out of the lower subdivisions levels before moving up. ![]() I started with a sphere and used the Move brush and the Clay Tubes brush to establish the broad shape on low subdivision levels. In this case, I did not look at any particular references because I wanted to practice my improvising skills. The primary forms are what will make a character believable, so I try to put a lot of emphasis on the basic proportions and volumes. Sculpting can be broken down into primary, secondary and tertiary forms. We will then take a brief look at hard surface modeling and finally, I'll explain how I posed and rendered" 'the character.' Step 1: Blocking the head I will also cover how I created the clothes, how I sculpted the folds, and how I used NoiseMaker to add an extra layer of details on them. I will then explain how I created a production-ready topology and how I created another pass of details on the upper body and head. I will start with the blocking of the head and the torso, explaining the basic ideas of digital sculpting that I always try to keep in mind and apply. " "In this tutorial, I will cover every step of the creation for that sculpture. I ended with an interesting-looking man's head, and the idea of an aged man who is having a lot of fun scaring an unknown intruder off his backyard started to take shape. I started this project by sketching a head, starting from a sphere and without knowing exactly where I would go next. ![]() " "Realistic human beings are one of my favorite subjects. It allows you to create any kind of project, limited only by your imagination and without having to worry about all the technicalities often related to the work of a digital artist. ZBrush gives you all of the tools you'll need to quickly sketch out a sculpture and then take that idea all the way to completion. Plus, get 10% off the book in the 3dtotal shop with code ZBRUSHCC10 – offer ends 25 March! "As a character artist, sculpting in ZBrush is one of my favorite things. Learn how to model a full-body speedsculpt with Blur Studio's Mathieu Aerni in this insightful free extract from the speedsculpting chapter of ZBrush Characters & Creatures. Take a look inside the pages of ZBrush Characters & Creatures with Mathieu Aerni's guide to full-body speedsculpting…
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