ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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Sculpting in ZBrush


In this chapter we’ll continue to explore


the tools and techniques for sculpting in ZBrush. We’ll start by using a


ZBrush primitive sphere as a base to sculpt a human skull. This allows us


to lay a solid foundation for the rest of the sculpting tutorials because it


illustrates both the power of the ZBrush sculpting tools and an approach


to sculpting characters that takes anatomical structure and landmarks into


consideration.


During this process, we’ll pay special attention to the anatomical


forms and relative proportions of the skull. Once the skull is roughed in


using the Rake and Clay tools, we’ll mass out the muscular tissues and


build a human head.


In this chapter I’ll introduce many of ZBrush’s powerful sculpting


tools as well as some important aspects of human anatomy. It is important


to inform your character work with real anatomy—even if it is a fantasy


character. If you understand the bone and muscle that influences surface


forms, your creature and character work in ZBrush will be all the more


convincing.


An Approach to Sculpting


Starting a head from a simple sphere primitive has several benefits. Sculpting character
heads from spheres in ZBrush is a valuable exercise, similar to sketching on paper or with
a digital ball of clay. Also, approaching a complex form in ZBrush from such a simple

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