ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1
■ Importing and Preparing a Mesh for Sculpting 97

Figure 3.34 Opening the mouth using polygroups


Figure 3.35 Teeth imported and placed



  1. Using the Standard brush and alternating between ZAdd and ZSub, carve in the flow
    of major folds of flesh around the mouth and in the forehead. Take care to make the
    skin seem compressed at the cheeks by making deep recesses and high puckering rolls to
    help create the impression that the big mouth is stretching open. We can start to refine
    the anatomy of the neck, so also use InteractiveLight to move the
    light around and check the forms under different lighting conditions. Remember that
    this utility will only work with the standard materials and not the MatCap materials.
    For this example, we’re using the BasicMaterial.

  2. Since this character is intended to be very fat, you want to add fleshiness and folds
    to the cheeks and under the chin. Using the Elastic brush set to ZAdd, start massing
    out the fat underneath the chin. Elastic is similar to Inflate, but it tries to maintain
    the forms already sculpted and tends to be less destructive of the area you are sculpt-
    ing over (Figure 3.39).


Figure 3.38 Sculpting the forms of the ear


Figure 3.36 Quickly create irregu-
larities with the Move Parts brush.

Figure 3.37
Polygroup mask-
ing helps you
sculpt each tooth
and the gums
separately.
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