ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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54 chapter 2 ■ Sculpting in ZBrush


To create a mask marquee, hold down the Ctrl key and drag from a point off the model. A dark
marquee will appear. Anything inside this box when you release Ctrl will be masked. If you have
an alpha selected, the mask will be shaped like the alpha unless you release Ctrl. If you press
Ctrl+Alt, the mask will invert and you will be unmasking what is within the marquee.

Roughing in the Shape of the Skull

At this stage we have roughed in the form of the head, taking into account its most basic
shape from front, top, and side views. These changes were made at a lower subdivision level
since it is easier to make large form changes when the model has fewer faces. In the next
series of steps, we’ll subdivide the model and start adding secondary masses with the Rake
and Clay brushes.


  1. Subdivide the mesh so there are enough faces that the Clay brushes will be effective.
    Usually 500,000 or more faces will suffice. Press Ctrl+D to divide the mesh three
    times, or choose Tool → Geometry → Divide.

  2. Now switch to the Rake tool. Using the Rake set to ZAdd, begin to mass out the side
    planes of the head. Work around to the lower-back portion of the skull. Then move
    to the front and crosshatch across to create the plane that will ultimately become the
    face. There should be a slight curvature to this plane.

  3. Once these surfaces are indicated, switch to ZSub by pressing the Alt key and start
    carving back and defining the edges between the planes with more clarity. Throughout
    this process we are alternating between ZAdd and ZSub with the Alt key (Figure 2.30).

  4. Using the Rake, place the zygomatic bone, also known as the cheekbone (Figure 2.31).
    This is a major bony landmark on the face. Be sure it angles back and up on the side of
    the head. This bone will point to the center of the ear.

  5. From the side, continue the curve up the side of the skull suggesting the temporal
    ridge. Switch to ZSub and start to hollow out the temple of the skull (Figure 2.32).

  6. Note that the skull tends to look sad because of the slight downward angle to the eye
    sockets (Figure 2.33). Switch to the Standard brush and with ZSub active begin to
    carve out the hollows of the eye sockets, keeping this ovoid shape in mind.


Figure 2.30 Refining planes with rakes

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