ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1
■ Importing and Preparing a Mesh for Sculpting 99


  1. The form is nearly finished and the sculpt is showing a strong sense of character
    (Figure 3.44). Turn off X Symmetry by pressing the X hotkey and start to “break”
    symmetry. Breaking symmetry means adding asymmetrical elements to different
    sides of the head to combat the perfect 3D look.


Figure 3.43 Using the Elastic brush with Gravity to add weight to the flesh folds

Figure 3.44 The final form development

Adding Geometry Using Mesh Insert


At this point let’s add more geometry to the head. You’ll add a pair of curved horns to the
head. There are two approaches you can take to add geometry. You can insert new meshes
and blend them together. Alternatively, you can export the model to an external applica-
tion and extrude new faces there using the GoZ plug-in. You can then bring this new
model back into ZBrush, retaining all your previous sculpting levels.
The strategy we’ll use in this section involves combining subtools using a function
called Insert Mesh. This approach allows you to insert new geometry to an existing ZTool
and blend it off, just like adding clay. If the model needs to go into an animation pipeline,
the resulting model can be retopologized in ZBrush to create a new ZTool with all the detail
but as a single mesh.

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