3D World

(Sean Pound) #1
TuTorials
Sculpt a character for 3D printing

02


BlocK out the BoDy wIth ZSPhereS
At any time you can preview what your geometry
will look like by hitting A. Press A again to return to your
ZSphere view. Using Move (W) you can move the joints
and connectors around to get as close to the shape of
the body as possible. Just concentrate on getting the
proportions and volumes on the body correct at this
stage. Build up a torso, legs, arms, a neck and a head.

01


ZSPhere BASe
A great way to start a sculpt project is to use a tool called ZSpheres.
This enables you to string together a series of spheres that represent your
geometry. Once you have the basic shape you need you can freeze that and
use it to sculpt onto. Go to the Tool panel and locate the ZSphere ZTool (the
red sphere in the 3D meshes panel). Drag it onto the canvas, hit T to enter edit
mode and start adding spheres. Have X on to make your model symmetrical.
You will need to switch between Draw and Move modes (Q+W).

03


conVert
the ZSPhereS
to GeoMetry
Once you have the basic
body shape locked down
you need to convert it to true
geometry to sculpt on. Go
to Tool>Adaptive Skin and
hit Make Adaptive Skin. This
adds a new ZTool in the menu
at the top of the Tool panel.
Click on this and that updates
your document window to
the new ZTool. Use Shift+F to
see the wireframe if needed.
Start to get the proportions
right by using the Move brush
(B, M, V).

04


StArt to SculPt BASIc DetAIlS
We’ll start sculpting with ClayBuildup (B,C,B), which lets you lay
down clay in a fairly even way. Add the major muscle groups around the
shoulders, abdomen, biceps, the upper back and the head. Use the Smooth
tool as you work by holding down Shift. Once you have done a first pass we
should ZRemesh the model to give us cleaner geometry to work with. Use
Tool>Geometry>ZRemesher>ZRemesh and keep all the settings at default.
Now use Ctrl+D to increase the resolution and carry on adding detail.

05


ADD FAcIAl DetAIlS
Now start to sculpt the face. Spend time using
your reference material and construct the cheeks, nose,
eyes with lids and the beginning of the ears. You may
need to DynaMesh if it is becoming blocky or stretched in
places like the ears (Tools>Geometry>DynaMesh). Work
in some detail on the body and start to bring your design
to life. Be sure to use photo references at this stage.
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