ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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Designing a Character Bust


In the previous two chapters we have been


working with ZBrush primitives to start our sculptures. While sculptures


started from ZBrush primitives can be rebuilt into animation-ready meshes


using the ZBrush Topology tools, in some cases you will want to start from


an imported mesh instead. You may have a generic head or body model, or


perhaps a generic animation-ready base mesh is used for all the characters


in your pipeline. For more information on remeshing your finished sculpture


to create an entirely new edge layout, see Chapter 7, “Transpose, ZSphere


Rigging, Retopology, and Mesh Extraction.”


In this chapter, we will import a polygon mesh from a third-party


modeling package. It will be a relatively simple humanoid head mesh from


the Pixologic website. The mesh is from a selection of meshes modeled by


Ang Nguyen and made available for free. Please check the accompanying


DVD for these models. In this chapter we’ll create two character busts.


I’ll walk you through the steps involved in designing and sculpting the


primary and secondary forms; we’ll talk detailing in the next chapter


when we cover alphas and texture stamps.

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