ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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■ Advanced Techniques: Sculpting the Demon Beast 103

sculpted levels of form. I did this using the GoZ plug-in. This is a valuable workflow in a
production pipeline as it allows you to work free and unencumbered by concerns with the
base mesh. If you ever need to adjust the topology or add new geometry to support new
appendages, that’s possible. Let’s take a look at the process used to create the Demon Beast.
Please see the DVD for a video of the process of creating this character.



  1. Polygroup the lower jaw as shown earlier. You’ll
    use this technique as well as Topological Masking
    to work the mouth and lip area. Using the Move
    brush, begin to pull at the mesh. Make sure that
    X Symmetry is turned on. At this point you are
    most concerned with the overall silhouette and the
    form of the creature. Pull at the forms of the back
    of the head, elongating the mesh to give the charac-
    ter a long spiked back to his head (Figure 3.51).

  2. Using Transpose, lengthen the neck. You can use
    Transpose with masking to rotate and scale parts
    of a mesh rather than the mesh as a whole. Mask
    out the head, leaving the neck unmasked. Step
    up to level 3 and press the W key to enter Move
    mode. To soften the edges of the mask, Ctrl-
    click the mask a few times. This will feather the
    edge. Draw a Transpose line from the base of the
    skull to the shoulders. Select the lower ring cen-
    ter and pull to stretch the neck out (Figure 3.52).
    For more information on using Transpose for
    posing, see Chapter 7.

  3. Begin to rough in the basic forms of the neck and
    shoulders using a custom brush I call flatInflate.
    This brush is available to you on the accompa-
    nying DVD. It is a variation of the Inflate brush
    that adds form in a flattened gradual buildup. I
    find it most useful when trying to subtly build
    up forms over the progress of a sculpture. In
    Figure 3.53 I am using this brush to rough in the
    shapes of the collarbones (clavicles) and the neck
    muscles (sternomastoids).
    I created and saved this brush using the
    same steps detailed in Chapter 2. By altering
    the brush’s Edit curve, I was able to change the
    manner in which the Inflate brush affects the
    surface. See Figure 3.54 for a look at the Edit
    curve composition for the flatInflate brush.
    You can also experiment with the Claytubes
    brush with no alpha for a similar effect. On the
    DVD is a custom Claytubes brush for you to
    experiment with. The brush will build up in a
    flattened manner, but it treats the surface slightly
    differently as it tends to fill in recessed areas.
    Experiment with both brushes to determine
    which you prefer. Figure 3.51 Use the Move brush to pull new shapes from
    the generic head mesh.

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